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About ManintheArmor

  • Birthday 09/11/1989

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    NC, Durham
  • Interests
    Rain, water, ice, and everything nice.

    Blood, bone, bile, and everything vile.

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Bag of Peanuts

Bag of Peanuts (1/11)

  1. I will say this. UNACs are cute. Running around, hopping about like little bunnies, shooting things with no ill intent beyond a simple order of the L2 button, the way they move around is just so damn cute. No malicious plotting in their movements, no attempts to sneak by and stab you in the back (even if programed to do so), just a simple program. Okay, maybe I got shot in the back the other day by a stray sniper cannon bullet, as well as got rammed in the face while trying to kung-fu White Glint, but it's just so funny to me when they slip. Reminds me of when I'd occasionally shoot someone in the back with a Giga Cannon. At the same time, quite scary too. Sniper cannons, rockets, some of the things a normal pilot would have trouble with a UNAC will do with precision (UNAC will kill White Glint with Giga/Sniper Cannon). What can seem like a mess is just the UNAC being perfectly logical. Not the best at managing energy, formulating their own strategies, or learning on the go, but they're only as good as the programmer intends, and the tools available. When doing their business, they do it well. And adorably. I want to hug one. Aside from that, what are your thoughts on our robot overlords? Job stealers, pets, friendly companions, backstabbing thieves? Heck, take them as Pokemon, or family. Do you find the UNAC feature favorable, in need of improvement, or scraped altogether?
  2. AC1 - Rather limited, but it was good to have a look at the very first game. Wanted to get a feel of H+ for myself. AC:PP - An interesting experience. A few OP parts, but excellent regardless. AC:MoA - Create your own opponent? Sounds good to me! Also, NINEBALL. Lots of arena too. AC2 - Memorable. Loved the martian themes. Phobos died, but hey. Lovely arena combat and replays. Oh, and SHIELDS! AC2:AA - No arena? Dangit. Hey, Nineball! And lots of missions too. Over 2000 sorties. Awesome music, great atmosphere. Last game to allow PLOW. AC3 - Dangit, hate going backwards and no longer having certain parts. Like the EO though, and the left arm weapons. Weapon arms with 2 modes? Excellent. ACSL - Getting better. Old parts return, from Finger to Samurai. Lots more left arm parts. Love my AI ally. Last game with OP-Intensify (so sad). ACNX - Dangit, another step backwards. Ooo, PS2 remakes of old missions! Linear rifles? Good. More left arm weapons? Good. Heat? TERRIBLE. Also, DUAL FINGERS. Music is amazingly nostalgic though, puts me in a trance. ACNB - Lots of arena but... ugh. This is why peace sucks. I'm a mercenary, not a cage fighter! Then again, NINEBALL. ACLR - So many parts, so many oldies! Heat sucks, but fair. Quite the challenge, but not impossible. Terrible music, not the best atmosphere. Love the replays, like going up against all those title ACs of the past. Also JACK O, the guy with a bucket for a face! Last game with that ever familiar operator voice. Miss her lots. Farewell Agetech, we've had a good run. AC4 - Dangit, didn't play it. I just watch vids on Youtube of it. Seems interesting. I'd like to fight against that Aretha-00, meet this Joshua O' Brien guy. Lovely music, gives you that feel that you've just acquired your wings... I'm soaring through the air with wings of angels. AC4A - A game of gods vs. titans, champions vs. giants. Love the parts, the speed. SPIRIT OF MOTHERWILL. And a clear story. Probably one of the other great AC games I hear. Did I forget to mention how much I love irradiating everything with Kojima weaponry? Lovely when all those green particles float up in the air, like bubbles in a sea. Too bad the whole world was one big desert. Killing Cradles also fun. I love you Old King. "I have so much more to teach you. Are you ready for your next lesson?" Please do. I'm ready for another whiping. Wait. You mean this isn't another one of our private sessions? o_____o Last AC game with the traditional 10 meter tall form we all love. To this day, still wondering how anyone can fit in that damn SOBRERO core. And why do I read it as, 'sombrero'? ACV - Gugh... great. Back to the ground. Everytime we have a sequel, we always start with a few parts. Also, these ACs are freakin' dwarves. A few nice levels though. Conquest was nice. Lots of missions, adventure, plenty to explore. Bosses were cool too, but too bad I can't take em on with servers having died. Hated online conquest... WAY too much drama. Everyone fighting over real estate. Chief was quite awesome swinging around his big weapons though. He's so crazy. ^___^ ACVD - Towers? Three Forces? Lots more parts? And how am I now fighting a Next? Love the AI, like the levels. The inclusion of these 3 forces has eliminated all that drama in the previous game. Wait... the heck? Where are all these robots coming from? Where are the mercenaries? And what's this about robots stealing our jobs? Currently progressing through the game. I want boss battles. Hardcore mode is nightmare fuel... the entire world is drowning in blood... the music is unsettling. Feels like Dark Souls. We're all gonna die. ;___; EVERGREEEEEN. Gonna go put a naked lady on my knee and then kick everyone in the face with it. Oh wait, I already did that in the previous game. And so ends this generation... what will From Software come up with next?
  3. If I were to make an AC game, I'd probably like to have a mix of current-gen and old-gen systems, maybe with something new added. I'd also recycle existing systems. A backstory would be provided to back it up, to maintain consistency (and provide a convenient excuse). Backstory Some years long after the fight over those damn Towers, old AC tech is discovered. Design standards, blueprints, all rediscovered. The ACs have changed little since 5th gen, but addition of 4th gen parts and better understanding of the technology behind Armored Cores further increases part combinations, as well as modularity. It eventually degrades into a 3-way against various AC generations, involving Normals, Nexts, and Dwarves. Might as well call it 'Dark Souls 40K'. Meanwhile, Motherwill shoots a Killdozer at you, Chief and Nineball teaming up and firing their cannons in the distance. Parts (Cores) New cores are available, capable of using back weapons. This design is reminiscent of the old AC aesthetic, but is adapted to using currently existing weapons. These cores eliminate the delay of switching between weapons by reallocating the bay hangers to the rear, with specialized firing mechanisms to eliminate the need to physically grab the weapon. Of course, because of the design, these weapons don't possess the same degree of maneuverability as their arm counterparts. There's the side benefit of being able to equip cannons too, but one must still maintain a ready-position to use them. To maintain competitiveness with these new style cores, the current generation of cores have been adapted to being able to use UWs without time limit, instead now having usage limits. ACs still overheat trying to access these weapons, but with this limitation overcome UWs are much more viable than before. The OB system is also reverse engineered, special cores designed to replace the glide-boost function with a proper Over Boost system. Parts (Arms) With further research into old AC designs and modifying current Weapon Arm technology, new arm designs incorporate features that further an AC's compatibility with weapons. One arm design, 'melee' arms, features reinforcement of the arm frame itself, allowing the AC to use elbow or punch attack motions without the need of a solid blade or pile driver. This is particularly useful for those ACs that have a weak boost-charge, or lack the generator capacity to use high-output boosters for a strong boost-charge. Stability and shoulder weapon performance is reduced, but these arms are solid. Another arm design, 'energy' arms, boosts the performance of energy weapons, much like energy amplifiers. Specifically designed for these kinds of weapons, they sacrifice stability (often less than 100%) for better compatibility. Finally, 'mobility' arms. These arms are equipped with a combination of modular capacitors and boosters that significantly raise the AP of the AC, allowing it to operate for prolonged combat. They serve as an extra pair of legs, using the boosters to lighten the load off an AC's legs and allow the AC to continue fighting. They tend to drain plenty of energy, and cannot be turned off in Scan Mode. Current generation arms, to keep up with these new designs, have seen an increase in stability and decreased energy drain. Parts (Legs) Previous leg designs for ACs tend to be much more symmetrical, with an aesthetic beauty to them, though practically have shins of glass. Despite this, they performed well, their turn and movement performance significantly better, able to dance across the battlefield with a kind of grace not found in current generation bipedal legs. These new, symmetrical bipedal legs don't have a good boost-charge, nor do they increase one's resistance to attack when kneeling. They make up for this with excellent mobility while keeping energy drain low. Recycled AMS An old system recycled from Next technology, of which allows one to tune their frame's performance without having to revisit the shop. Redubbed 'Energy Reallocation System', of which essentially repriorities energy output to modify AC performance. The greater your AC's energy drain, the more energy you're able to re-prioritize. For those who have low energy usage, they can increase energy drain to increase performance. Energy Weapons The bane of many EN weapons has been the fact that they require energy to be of any use (except railguns and plasma missiles). They are useful on missions because they don't use physical ammunition to cause damage, but when ammunition cost isn't a problem they're rarely considered for use. Consequently pilots would prioritize their ACs for solid ammunition defense, but this alone wouldn't make energy weapons any better, even if they'd prove a viable anti-armor weapon in these cases. To further attract buyers, EN weapons have received modifications that would allow someone to either recharge the weapon in-combat, or fire them (at a diminished capacity) after the primary capacitors has been expended. Certain EN weapons, instead of using energy, use AP or sacrifice stability. Energy weapons are still attractive regardless, thanks to their recoilless nature, useful for low-performance ACs that use little energy to begin with. Return of Primal Armor A recreation of the technology found in Nexts, attempts have been made to create a viable energy barrier without polluting the environment with Kojima Particles. Improvising, engineers created a device that projected a barrier of plasma in front of the AC, intended to heat incoming projectiles and soften their impact. Other means include creating a high-frequency alternating current or magnetic field in the air that did the same. Some means attempt to mimic the structure of an atom, polarizing the AC's structure to resemble an atomic nucleus, while the shield was a sort of electron cloud. Other means of reinforcing the structural integrity of the AC's frame have also been devised, intended to increase protection without adding more weight. This would burden the generator, but overall the AC benefitted. Lightweight ACs and tanks benefitted the most, lightweights mobile enough to allow the shield opportunity to recharge, while tanks had low enough energy usage to take on an onslaught of firepower. Refined Armor Systems Today's armored cores rely on very focused passive defenses to resist weaponry. However, in the past armor tended to be much more general, able to resist a variety of weapons without fail. Before Nexts, there was a kind of armor system that allowed an AC to operate for long periods, regardless of the location of attack. Apparently their were specialized capacitors throughout the AC's body that acted as a sort of electrical reactive armor, functioning similarly to Primal Armor. Of course, this same system would overheat if attacked too frequently, and this flaw may have eventually seen the system's abandonment. Attempts to reverse engineer the system have yielded high-AP AC parts, granting the AC general resistance to all weapons even when stability was compromised. This in mind, it is possible to survive blows that would otherwise destroy a defense-focused AC. Refined Booster Systems Previous ACs could fly, easily able to overcome tall obstacles. However, this tended to drain energy, the control systems at the time also rather clunky and finger-twisting... not to mention hard on the knees. Today's ACs no longer encounter that difficulty, a simple flick of the switch allowing the pilot to focus on maneuvering rather than constantly hopping about to conserve energy. In addition, the hover systems in boosters prevent one from descending too quickly, eliminating the need to constantly adjust thrust duration. Though the current system is advantageous in freeing up focus for other activities, the lack of actual flight limits today's AC's cababilities. Boost-charging is a crude method of acquring a similar feat, but not necessarily straight-forward. Now, after attempts to reverse engineer old booster systems, ACs can alter elevation by attempting to jump mid-air, using the same software program that enables boost-drive. Holding the (X) button allows one to ascend further, the energy drain about as high as that of boost-gliding. The return of flight-capability has also allowed better melee capabilities for the AC, the art of blading having returned. Radar Previous ACs had amazing situational awareness. While today's ACs can see through walls, previous ACs were aware of what was behind them. Sneaking up on an AC was no easy task. It's easier than ever to sneak up on someone, but still difficult. Equippable in the bay unit, radar adds another degree of awareness. Along with an ability to see through walls, noone can escape your sight. Unless, of course, someone had the proper countermeasures. Additional Generator Options Nexts used a special generator that produced Kojima Particles, granting them abilities that practically made them unassailable. Moving at sonic speeds, guarded by a regenerating shield, able to take on giants, KPs resulted in the creation of gods... as well as leading to the downfall of the rest of humanity. The KP was the Tower of Babel for those long ago. Reverse engineered and adjusted to fit with 5th generation frames, these generators did exactly what they did in the past. In addition, how much KP one holds is based on energy drain, the speed of production based on Conductivity. Of course, because of the use of KP, one is not allowed to fight with a team of normal ACs. For those prefering to fight in teams but in need of an alternative generator, one could opt for a pre-KP generator used by older ACs. This generator also fills gaps in defense, but constant bombardment results in overheating. They all come with built-in radiators to reduce heat build-up, but it's still best to simply get out of the line of fire. Considering these generator options, 5th-gen enthusiasts have created a limit-breaker shoulder part that allows one to use critical power on demand without need of a UW. Kojima Weapons Adapted, and in greater varieties, these energy weapons fire projectiles that eat through AP, the lingering fallout rotting away anything that stays in that area. Afterthoughts Basically, an ability to make all older parts compatible with 5th generation ACs, while still having the option of piloting these dwarf ACs. I like the idea of having a Normal vs. Next battle (despite possible obliteration in the process). Heck, throw a PLOW in there while you're at it. I'd write more, but I'll leave it at that.
  4. "EVERGREEEEEEN!!!" Only a masochist would dare risk their sanity listening to such lyrics. Venide, I'd go for. Because it is red. And red is the color of blood. Because it is red, I shall paint myself accordingly. We will bathe in the sacred crimson fountain given to us by our war goddess, and share it with the rest of the world. Our scarlet bodies shall overflow the earth and seas, until this planet is a beautiful ruby pearl among the stars. Yes, it would be a great gift to our goddess of blood; blessings to all who shower themselves in her periodic offerings! LET THE RIVERS RUN RED IN HER HOLY SPILLINGS!!! *insert unfortunate interpretation* But yeah. Venide. Cool music.
  5. They usually send me a code in a PM. Well, assuming I get VD. :[ I have this odd feeling ACVD gonna feel like WoW, plus a third party.
  6. If I choose a faction, I will either choose the one with the most women or the most tanks. That, and wherever my homies from RR left to.
  7. So basically my time soloing Red Exusia with a tank won't count? That sucks. I was hoping to spill some hot lead over his face once I got ACVD. EDIT: Why didn't they offer a fully rebuilt Spirit o' Motherwill? Lol. EDIT: More special bosses, apparently. Red Exusia has returned from ACV and better than ever.
  8. Let me guess. You fired a big load of bullets in Black Glint's direction? Can Black Glint be Tanked (tank; to use a tank-leg AC)? Looking at the word 'farmed', I have a feeling the boss is easier than portrayed. Last two videos I saw involved someone either using gatling guns or rifles, and involved highly mobile ACs.
  9. Suddenly, a fight between a 4th gen AC and a 5th gen. Very entertaining.
  10. My greatest victory? Retaining my muscle, visual, and spacial memory of ACV despite having not played it in 9 months. Remembering the names of parts, missions, and characters? Not so much. But let us see just how much I've managed to retain. Memory has interesting ways of maintaining itself despite lack of exercise. Sometimes the rest only serves to strengthen it.
  11. I'm guessing the guy must be new to this; no import. My head hurt the whole time. But at least we get a good idea of energy generation in this game, notice how quickly the capacitor fills despite the guy using junk parts. Someone put my helmet back on before I smash my face against something.
  12. A slight problem, in that I am uncertain of the diameter of this area or what is considered 'large'. However, I will do my best, considering the populace is around 25,000. Whether or not they're stacked high or sprawled out, I'll have to determine. Let's see what ideas I can throw out here. ~~~ As far as trade goes, the town would use two separate currencies. One currency will reflect how much 'time' someone owes to someone, the other currency will reflect resource scarcity. Do note, prices based on public agreement with regards to environmental factors. Time-Based Currency The Time-Based Currency would buy labor. The more time someone offers, the more currency they are given to allow them to purchase time from others. In cases of self-employment, cost of goods and services will be based on how much time was spent to offer such provisions. To make sure effort is measured as well, body mass will be taken into account. Yes, even the weight of urine and feces must be measured. Do note, Time-Based debt can be forgiven, since it is based on human biological factors. Simply making someone feel good can reduce the price of labor, with discomfort leading to extra cost. Having sex would be considered cheap or free if the server enjoyed their session. Cost of human labor will be based on health and labor supply, with expenses increasing with sickness, while decreasing with fitness and happiness. Calculating it might prove to be a challenge; biomass and time are just general guides. Resource-Based Currency (I'd say 'economy', but I'll do that later) The Resource-Based Currency measures the value of resources, and will be tied to Time-Based Currency. What resources you can buy depends upon what resources you have given. For example, if you provided sufficient amount of iron to someone, you might be able to earn something like gold, neodymium, or other valuables in return. They'd all follow some variation of the Gold Standard to keep prices based on availability. Do note, 'resource' doesn't just mean raw minerals, and can include complex machinery too. Cost of resources will vary based on population-to-resource ratio. A greater populace relative to resources will increase the price of resources, whereas a sparser populace relative to resources will decrease the price of resources. Recyclable or public resources can be considered free. ~~~ You might wonder, why did I separate the two currencies? I would find it easier to make price calculations when specializing the currencies. I would not advise such a system for larger entities, as this system is intended to be limited in scale. Plus, it's just a prototype. Throwing stuff around, see if we can build on something. ~~~ Taxation In cases where the public needs to pool resources, it will be based upon donation. Resources and labor are calculated separately, and the cost are presented to the public. Individual citizens then decide what the heck they can do to pay up. Excess donations are then redistributed. ~~~ Other Issues As time goes by, I'd focus my efforts in making sure distances between areas was small. More distance means more fuel spent, more time spent, more risk of encountering danger. Convenience and accessibility would be emphasized to eliminate expenses. A little space is needed of course; people like their privacy. They need rest and comfort, as it is needed for them to continue their services, and venture outward. I am in doubt as to the workability of this suggestion, as trying to come up with a system that is purposefully designed to eliminate its own usefulness and improve resource accountability is quite a challenge. Heck, the greatest challenge is just trying to get any currency to properly represent resource availability. The last thing you want is someone creating paper out of thin air to buy stuff for free. Other alternatives to be explored. Truthfully, I find the idea of using currency to be inherently problematic. Fascinating how primitive peoples managed to get around without money; adapting such a system to our high tech world is another topic of interest. ~~~
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