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Cherry Chips
e0ac54
Personally I'd say we should not jump into any hasty decisions, as vague and unhelpful as that is to say. Rather, we should plan to maximize our versatility and adaptability while playing to our strengths. We cannot afford to get distracted with trivialities. The powered suit is both bulky, and cumbersome, traits which inevitably will lend it to being fairly slow regardless of our attempts to minimize the impact. As such it is recommended that we turn it into the biggest, meanest, walking turret of shit fuckening upperization possible.
To specify, for instance most bounty contracts are liable to take place in areas that are rather pointedly not wide open and excessively spacious/vulnerable. Such locales are anathema to individuals that wish to remain hidden and low profile. We should assume that our Troopers will frequently operate within hideouts, secret bases, or ship board environs, thus our emphasis being on short and mid range functionality. Particularly if one takes into account that specialized ammunition in the form of high explosive, armor piercing, and high impact would turn our railgun design into a monstrous "Jack of all trades, unexpectedly highly competent at all" any and all long range concerns can be addressed to our helpful long range heavy weapon,...
A forearm mounted weapon, while not as powerful as a full arm cannon will still allow for a large degree of fire power to be brought to bear, while maintaining Boiler's melee capability. As an added bonus, having an extra free hand will allow Boiler to be able to make use of any weapons or improvised equipment that may be found in the field, which may just so happen to include heavier weaponry than we can currently mount. As well, being able to procure as much material one site as possible greatly alleviates our development constraints. Further, it can also be safely assumed that if weapons can be procured, then so too can the ammunition.
A grapple beam would be of surprisingly little utility, considering our troopers would not in any way be nimble nor acrobatic enough to make use of it when suited up. And I for one have yet to see a grapple beam long enough to scale buildings or cliff faces perform better than standard, cheaper, reliable physical kit that likes to say "fuck you" to the requirement of grapple capable surfaces/structures. "Tactical combat applications" not withstanding, what with our design currently geared towards murdering the ever loving gentle caresses out of any valid targets for this. Thus, this should only be a concern for Boiler's equipment when disembarking. It would be of far more use to a more vulnerable infiltrator that need not concern themselves with blowing open every door and crack they come across. Hyperbolic, sure, but the validity remains.
In closing, any further development resources really should go towards maximizing the suit's capacity for field improvement/expansion such as an array of extra hard points and mounting brackets. As well, the reinforcement of vulnerable areas is paramount. More armor for the suits power source and legs in particular, as well as extra bracing and servos for the legs to increase weight capacity, shock absorption, and movement speed. Remember kids, if it's not ready to be half destroyed at any given time, it's not ready to function in the cold uncaring universe at all.
I will also second my colleague b9b4da's suggestion of suit thrusters. Even if we can only manage a split second burst that pushes our troopers a foot or so in any direction, it still provides the chance that a particularly strong attack directed at them can be avoided entirely with the liberal spam of quick, erratic jerks in random directions.
This means that what little we can get done on schedule should be of superior quality, and combined with superior space pirate training our troopers will be able to adapt or improvise unforeseen complications to death and carry on their mission. Meanwhile, since we're not doing anything productive here on board this glorified coffin we can mothball most of the ship and just have science teams and maintenance crews keep Cacophane from falling apart. Resources procured by our troopers can then be split between repairs and continued R&D in support of the troopers. Working out kinks and providing upgrades to their capabilities until they can finally commandeer ships we can start ripping the engines out of.
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