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26 Re: Cyrus's Registry on Sun Mar 12, 2017 5:03 pm

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27 Re: Cyrus's Registry on Mon Mar 13, 2017 7:41 pm

2/2

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28 Re: Cyrus's Registry on Mon Mar 13, 2017 8:27 pm

Kincaid

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Upgraded EMP Generator to Mk. V in this topic: http://op-piratenation.forumotion.com/t7083-cyrus-s-laboratory#55717

EMP Generator Mk. V:

Equipment Name: EMP Generator Mk. V
Equipment Type: Gadget
Strength Req.: 2
Equipment Description:
Spoiler:
The EMP generator is a device roughly three feet tall and a foot wide at its widest part. It requires at least tier 2 strength to carry around and can be installed in ships (with the help of a shipwright) or mechs/robots. Once turned on, the panels flip up, generating a pulsating electrical orb in the center. The orb then unleashes an electromagnetic pulse that can disrupt and destroy any advanced form of gadgetry or robotics. The electromagnetic pulse is completely harmless to organic life, affecting only robotics and AI. At 5 upgrade points the EMP generator can unleash a pulse that covers an area equal to an entire town/city around the location of the EMP and is strong enough to completely destroy the AI of Tier 5 (5 upgrade points and below) robots. Cyborgs tier 5 and below will lose access to their weaponry/robotic components for 3 posts, but will live through the pulse thanks to the human component of their composition. Once a pulse has been unleashed, it takes another three posts for the EMP to fully charge and be able to unleash another pulse.
Materials: Titanium
Units per Slot: 1
Upgrade Points: 5

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29 Re: Cyrus's Registry on Tue Mar 14, 2017 9:22 am

1/2

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30 Re: Cyrus's Registry on Tue Mar 14, 2017 12:09 pm

neverastain

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2/2


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31 Re: Cyrus's Registry on Wed Apr 19, 2017 6:33 pm

Kincaid

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Equipment Name: Corruption Cannon Mk. VI
Equipment Type: Gadget
Strength Req.: 4 to lift; 0 to use
Equipment Description: Corruption Cannons can come in many different shapes and sizes, whether that be affixed to a ship, a Knightmare fram, or simply a ground unit used for island defense. The outer appearance of the Corruption Cannon isn’t as important as the inner workings of the gadget. Different models vary in size as the technology can be implanted into Knightmare Frames, ships, or simple land units on an island. The most common size, usually found on ships is roughly 5 meters in length, representing a common artillery cannon except for the three blue tubes coming from the back of the cannon up towards the middle body. On top of the cannon, towards the back is a glass dome where the particle accelerator is housed, which resembles a cube that spins rapidly, generating a pale red glow as it does so.

Cyrus has developed a way to turn a particle accelerator into a weapon, thus giving birth to the Corruption Cannon. Within the Corruption Cannon, particles are spun around at insane speeds, causing them to crash into one another and bounce around the unit housing them. Once charged, these particles are then fired in a beam-like fashion at the target. The beam is usually a reddish-purple in color and is about 10m wide. The particles impact matter on an atomic level, corrupting it and causing the target’s very atoms to begin to break down. As a result, targets struck by this beam are effectively erased from existence as the very atoms that compose them are shredded by the accelerated particles. This beam is not a drill however and instead spreads destruction across the surface. From the impact point, the destruction spreads in a 15m diameter across the target, shredding the atoms of whatever it touches. Multiple shots can be fired at a single location to break through multiple layers, but it must be done one at a time. Each cannon can fire 5 times before it must cool down for 5 posts (cool down begins after 5th shot). At 6 upgrade points the Corruption Cannon fires at Tier 6 speed for a max distance of 500m.
Materials: Titanium, Copper
Units per Slot: 1
Upgrade Points: 6


Added this through edit after 12 hours:

Equipment Name: Blaze Luminous Defense System Mk. IV
Equipment Type: Gadget
Strength Req.: N/A
Equipment Description: The Blaze Luminous Defense System is a system developed by Cyrus that can be equipped to his robots, Knightmare Frames, standard ships, or even entire islands if enough prongs are produced. After developing the science behind his Corruption Cannons, Cyrus realized that similar principles could be effective for defensive purposes. The system works off of prongs, with each prong generating a field of antimatter particles. When enough prongs are set up near each other and harmonized to the same frequency, a Blaze Luminous Defense System is put in place. Each prong is about 1m in height and half a meter in width.

Once in place, the antimatter particles generate a shield, usually colored in nature depending on the frequency the field is set to (color up to user). This shield prevents matter particles from passing through, instead having matter simply hit the shield and fall off or simply slide off the shield. However this is a double edged sword as just how matter is unable to enter the shield, it is also unable to exit it, trapping whoever is within the confines of the Blaze Luminous Defense System. At 4 upgrade points the Blaze Luminous Defense System can defend up to T4 skills/weapons. A single robot/cyborg up to 11 feet tall can be equipped with this field using a single prong; Knightmare Frames and Ships require 10; entire islands require 25. Note that the Blaze Luminous Defense System can be equipped to submarines to defend against attackers, but does not take the place of a bubble coating for getting to Fishman Island.
Materials: Steel
Units Per Batch: 5
Units per Slot: 5
Upgrade Points: 4



Last edited by Kincaid on Sat Apr 22, 2017 6:16 pm; edited 3 times in total

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32 Re: Cyrus's Registry on Fri Apr 21, 2017 11:44 am

neverastain

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cannon is gonna need to be 6 upgrade points for use seeing as it outright ignores any defense of durability whatsoever. and it needs dimensions for the beam. then lastly notes that once the head of the beam impacts a surface only that surface is erased and it doesn't just keep eating and eating and eating and drill a hole through the earth. lets say impact point (diameter of the beam) +15m of material that is apart of the surface impacted.

gonna have to say no to individual sections of the barrier being able to be removed.


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33 Re: Cyrus's Registry on Sat Apr 22, 2017 4:02 am

Kincaid

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All edits made.

Since the cannons are just automatically tier 6, can I just write 1000 words inventing them in my lab? (Things start at 4 upgrade points there).

I swapped out my 4 UP version for my 6 UP version, so let me know if I need to change anything there. It's 500m range because that's the range of the majority of cannons in the artillery section and it's a laser beam...so it's light...so it never really stops per say.

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34 Re: Cyrus's Registry on Sat Apr 22, 2017 1:05 pm

neverastain

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need a size to the cannon and max number of shots per topic. given it can literally erase shit, it shouldn't be small enough to be mounted into a simple foot soldier robot. gonna have to compensate power for mobility. that said up strength req to 4


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35 Re: Cyrus's Registry on Sat Apr 22, 2017 6:16 pm

Kincaid

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Should be up to par.

This cannon was never intended to be on simple day to day robots. Keeping it to the giant mechs, ships and general island use.

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36 Re: Cyrus's Registry on Sun May 07, 2017 5:45 pm

neverastain

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full approval


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