ARMS TECH
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Inspect - What skill is required to use this weapon?
I know it sounds silly, but there are a few items in game that don't lend themselves to exactly which skill they use to hack body parts off. Kukris themselves are pretty long blades, hatchets are a short blade… kinda, and there are others. The idea comes from Arms Tech also serving as an "innate" sense of knowledge about weapons. While it seems very very base level, everyone has to start somewhere.
Inspect - What caliber is used in this firearm?
Same idea but with firearms. With the various renaming of weapons as well as not entirely the best descriptions, sometimes it isn't immediately obvious what magazine an arms tech should be seeking to match. For example, the MP11 is described as a descendent of the MP5. Well, doing my own research I see the MP5 is chambered with either a 9mm, or 10mm… so it's not entirely obvious whether I should be stocking up on 9 or 10 to provide to a potential customer.
Inspect Armor - Percentile of Damage vs. Barely Damaged
I think that at a certain skill level of Arms Tech when you inspect armor that the labels of barely damaged and such should be replaced with percentile's of damage left to a certain area. It wouldn't be exact raw numbers, but more detailed than vague descriptors. I also think this should be the benefit for the cyberware Image Enhancement Lenses II.
Enhancement should provide a percentile, not raw numbers.
This one kind of bugs me in that when the update happened, we were given the raw number of 7 being the highest possible amount of damage an item could be enhanced. But given so much obfuscation of systems it's hard to know what that number means in the grand scheme of things. Is 7 a lot when compared to the damage output of a ceramic katana? What is it comparison to a switch blade or an axe handle? I think an appropriate percentage of damage improvement would be more thematic.
Extreme Arms Tech should provide actual raw numbers in combat.
I know this sounds weird, but I don't feel that there is much to pursue Arms Tech to an extreme level that would compete with Platinum Skillsofts. I'd like to suggest that at a certain level that Arms Tech specialists just start to literally perceive combat as a series of numbers interacting. When you have hit a certain level of skill of knowing the interplay of blades, calibers, and armors all interacting I think it would be interesting if combat turned into a Sherlock Holmes 'tism style of watching battles rage. It would help Arms Techs be able to write guides without having to invest heavily into certain equipment.
Removal of Firearm Mods - Tell us why not?
It seems the ability to remove and salvage weapon mods has been a long running request from the Arms Tech players. It also seems that this is a request that is ignored for the most part. Can we get a reason why this has never happened? I don't mind being told no to something as long as there is a logical reason to it. I know Slither is big on "sell me on the idea", well can somebody sell me on the idea of why not being able to strip mods off guns is the better plan?
EXPLOSIVES
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Molotovs - Add empty liquor bottles to junkyard rummaging and shitbergs finds.
Currently the weird part about explosives is the inverse cost of investment, in theory the easiest skillwise to produce are the most expensive to do so, and vice versa with the bigger and more intricate explosives requiring very little cost investment. Adding more ways to source a bottle without paying them would help push mollies towards more use.
Pipe Bombs - Change ingredients to restrict creation.
I believe that the proper additional ingredients should be 7, 5.7, and 7.62 only. The ability to acquire these ingredients were in of itself a semi-minor hurdle that needed to be cleared. However now that practically every magazine can be used now it is way too easy to produce.
Pipe Bombs - Make more bloody
I don't think that pipe bomb damage is the problem here in why it is so underwhelming. If explosives are supposed to disrupt things and act as dispersions then the pipe bomb sucks at it. Damage wise it comes off as a fire cracker. I have responded to corporate lobbies having pipe bombs thrown into them to find… absolutely nothing. No damage to anyone in the room, no damage to the room itself. There was NOTHING to show that one had gone off five seconds. Not even the secretary's clothing was marred.
I've been in clubs that have had pipe bombs thrown into it and after five minutes I realized that I had no idea if I had even been damaged everyone was treating it as that insignificant.
So if the damage can't be moved, then it need to inflict the bleeding status effect far far more than it does. Medics would need to respond. Draggers would need to get people to the ERs, and effectively the scene would be disrupted far longer than it takes to stamp out the fire a Molotov causes.
Fire Suppression Grenades - Should not be WCS coded
Yes, those grenades are game over for anyone planning on implementing explosives. However then it turns into planning crime around when WCS won't be around to put out your arson attempt. I think that the grenades should be un-locked for everyone but them be counted as contraband explosives for anyone not WCS. Obviously WCS shouldn't be selling them out the back but hey it's a good way to make money as long as you don't get caught.
Fire Suppression Grenades - Poor Man's Knockout Gas
Ha ha I'm sure this is going to be laughed off, but filling an enclosed environment with not O2 in an attempt to make fire go away does really bad things to organism dependent on O2 to stay conscious. The effect should not be long but it should be enough to enact a snatch and grab. Or give a Wicks member enough time to escape an ambush.
Ethicol Timebomb - Lower Minimum Time
I think that you should be able to set your minimum timer to whatever you want it to be. It's very hard to wave a bomb around as a deadman's switch when they have three minutes after gunning you down to disarm your bomb. Also attempting to use them in an offensive capacity involves setting a timer, looking at your watch, waiting two minutes forty seconds, and then acting. Why not just allow us to set it to thirty?