Posted: Wed Sep 18, 2002 2:59 am
Magic? 8O
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No, Power armor isn't magical.Meths wrote:Magic? 8O
Now, since there's nothing in there about exactly how it's controlled, let's look at a decent source for the FO milieu, Starship Troopers:Power Armor Specs Disc wrote: The T-51b Powered Infantry Armor is designed with the latest passive defense features for both civilian and military disturbances. The back-mounted TX-28 MicroFusion Pack generates 60,000 Watts to power the HiFlo hydraulic systems built into the frame of the suit. Made of the latest poly-laminate composite, the T-51b shell is lightweight and capable of absorbing over 2500 Joules of kinetic impact. The 10 micron silver ablative coating can reflect laser and radiation emissions without damage to the composite subsurface.
The above is taken from Starship Troopers, which was first published in 1959 and therefore presents us with a view very much appropriate to the FO universe, even though R. A. Heinlein's model of the Mobile Infantry suit wasn't quite what T-51b PA represents. (There was a section on Jump Jets that I left out, because it wasn't relevant.)Robert A. Heinlein wrote: The "muscles," the pseudo-musculature, get all the publicity, but its the control of that power that merits it. The real genius of the suit is that you don't have to control the suit; you just wear it, like clothes, like your skin. Any sort of ship you have to learn to pilot; it takes a long time and a new full set of reflexes, a differenet and artificial way of thinking. Even riding a bicycle demands an acquired skill, very different from walking, whereas a spaceship -- oh, brother! I won't live that long. Space ships are for acrobats who are also mathematicians.
But a suit you just wear.
Two thousand pounds of it, maybe, in full kit -- yet the very first time you are fitted into one you can immediately walk, run, jump, lie down, pick up an egg without breaking it (takes a bit of practice, but anything improves with practice), dance a jig (if you can dance a jig, that is, without a suit) -- and jump right over the house next door and come down to a feather landing.
The secret lies in negative feedback and amplification.
[...]
But here is how it works, minus the diagrams. The inside of the suit is a mass of pressure receptors, hundreds of them. You push with the heel of your hand; the suit feels it, amplifies it, pushes with you to take the pressure off the receptors that gave the order to push. That's confusing, but negative feedback is always confusing the first time, even though your body has been doing is since you quit kicking helplessly as a baby. Young children are still learning it; that's why they are clumsy. Adolescents and adults do it without ever realizing that they learned it -- and a man with Parkinson's disease has damaged his circuits for it.
The suit has feedback which causes it to match any motion you make, exactly -- but with great force.
Controlled force...force controlled without your having to think about it. [...]
And that is the beauty of a powered suit: you don't have to think about it. You don't have to drive it, fly it, conn it, operate it; you just wear it and it just takes orders directly from your muscles and does for you what your muscles are trying to do. This leaves you with your whole mind free to handle your weapons and notice what is going on around you...which is supremely important to an infantryman who wants to die in bed. If you load a mudfoot down with a whole lot of gadgets that he has to watch somebody a lot more simply equipped -- say with a stone ax -- will sneak up on him and bash his head in while he is trying to read a vernier.
Sure they can. They an afford millions of pounds worth of tanks, but trained men aren't replaceable. What good is a tank if you have no men? And with power armour on your body is more or less a tank.Meths wrote:That would be acceptable. Very complex and costy however. I actually doubt if the US army could afford them.
Power armors should be even more scarce then.
Remember game balance, Pyro. PA is already an extremely powerful item in the game in that it increases your ST by 3 (4 in the case of APA types), makes you considerably harder to hit, and then there's all that protection. If you add to a player's AG on top of it (and hence most likely give them more APs) you're looking at making a player well-nigh unbeatable.Pyro wrote:The user could be more agile, as now he has the strength to pull off things like flips and jumps. Atheletes and dancers usually train their bodys to carry their own body-weight. with power armour you could give yourself a little extra boost with a jump, and with the added strength pull your body around. If you had the strength you could probably pull your own body weight around and land on your feet...
This is what happens when you play Fallout.Meths wrote:What do you think about that kinda simple situation: You have strenth of 10 and PA on. Should you have 13 of st then?
Otherwise it would be a waste of char points to have a st more of 7.
Meths wrote:What do you think about that kinda simple situation: You have strenth of 10 and PA on. Should you have 13 of st then?
Otherwise it would be a waste of char points to have a st more of 7.
I have to agree w/Dan that starting w/10 ST isn't a waste of Stat Points since you don't start w/PA. However, I do think that ability points should be able to go higher than 10 temporarily. By that I mean that using items, to include chems. You should not be able to permanently increase your Stats to >10 using Perks or other enhancements (e.g. Operations).Dan wrote:This is what happens when you play Fallout.
But you don't start the game with PA, therefor those points are not wasted.
And they're not as valuable either. You create your character haveing in mind that there is a PA available later in the game, so haveing exaggerated strength isn't the best idea since char points are very valuable.Dan wrote:This is what happens when you play Fallout.Meths wrote:What do you think about that kinda simple situation: You have strenth of 10 and PA on. Should you have 13 of st then?
Otherwise it would be a waste of char points to have a st more of 7.
But you don't start the game with PA, therefor those points are not wasted.
I was thinking about if power-armour was real, but in game, yes, it couldn't increase your agility. If it did, super-mutants would end up having a high Ag to, to balance it out. And you probably couldn't do a majority of flips and twists because the suit probably couldn't take the strain at the joints (It's not like it's a lycra suit)OnTheBounce wrote: Remember game balance, Pyro. PA is already an extremely powerful item in the game in that it increases your ST by 3 (4 in the case of APA types), makes you considerably harder to hit, and then there's all that protection. If you add to a player's AG on top of it (and hence most likely give them more APs) you're looking at making a player well-nigh unbeatable.
As far as i remember there were some human recruits that had some of their single stats increased up to 11 somehow. I also ALMOST liked that FoT special system.Kashluk wrote:The system from Fo:T works well IMO. Super Muties could have STR of 14 and stuff...
So -- using your example of Lionheart -- you wouldn't allow something like AD&D's Girdle of Giant Strength which raised a character's STR to levels above that which a normal human could attain, but you would allow Gauntlets of Ogre Power which simply raised a character's STR to 18/00, which was the highest level that a human could have?VasikkA wrote:I think it's interesting to see how this works in Lionheart...But personally I think the scale should be strictly 1-10. It's probably the best choice for balanced gameplay.
Umm.. Yeah, if you want to put it that way.OnTheBounce wrote:So -- using your example of Lionheart -- you wouldn't allow something like AD&D's Girdle of Giant Strength which raised a character's STR to levels above that which a normal human could attain, but you would allow Gauntlets of Ogre Power which simply raised a character's STR to 18/00, which was the highest level that a human could have?
OTB