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 Cyborg Parts for Alexander

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PostSubject: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeSat Nov 24, 2012 11:39 pm

Name: Electric generators/absorbers

Name: Three lasers
Description: unnoticable lasers launchers in the hands and mouth.

Name: Infrared/ultraviolet high-tech eyes
Description: See normally invisble things via thermal and motion vision.

Name: Fire-proof shield that transforms into two arms with flamethrowers
Description: Large circular shield that is 8ft in diameter and is pitch black. The arms are silver in colour, and attach to the shoulders, with connections across the chest and shoulder blades for 360° rotation.

Name: Upgrade 1 (unlocked)
Description: Flamethrowers can shoot fireballs, and shield now converts thermal energy into electricity.

Name: Upgrade 2 (unlocked)
Description: Flamethrowers can convert electricity into thermal energy, and has auto-aim system

Name: Upgrade 3 (locked)
Description: Hands can shoot out rocket-style, and has 2 reject dials attached for emergencies


Name: Upgrade 4 (locked)
Description: Replacement cardiovascular system, hands, and feet allowing for immunity to poisonous gas, not needing oxygen to survive but some time of gas needed, no damage when using the Typhon's Wrath gear, jetpack feet, and drill-style hands.

Name: Upgrade 5 (locked)
Description: Cybernetic hacking on sight for any technology that is eletricity or animal powered. Other types of technology can be analyzed, but not manipulated due to basic eletricity-light conversion.


Last edited by The Phantom Shade on Thu Dec 13, 2012 12:04 pm; edited 2 times in total
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeWed Dec 12, 2012 11:02 pm

Bumping to the good old mods out there.
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Rodoku
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeThu Dec 13, 2012 7:55 am

Instead of saying that you will template it later... why don't you do it as soon as possible? It's necessary to get approval.
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeThu Dec 13, 2012 12:05 pm

Sorry, forgot to remove that and finish that part
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeSun Dec 16, 2012 9:20 pm

In case no one got that, it means I edited.
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nikz200

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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeSun Dec 16, 2012 10:47 pm

2 reject dials seem like overkill dont you think?
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeMon Dec 17, 2012 10:19 pm

That is why it is currently locked. I will obtain that upgrade when visiting the sky islands, and all that stuff. It will not be some two paragraph stumble of luck thing either, I actually want to earn them.
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeMon Dec 24, 2012 2:52 pm

Bumping again since it has been a week.
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Redmerv
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeSun Dec 30, 2012 5:41 am

Whats the strength of the shield and auto aim is like making something unavoidable we cant call hits here.
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeSun Dec 30, 2012 5:55 pm

The shield is basically strong enough to stop a cannonball. Anything more than that would just distribute the force through the body and only reduce damage.

As for the auto-aim, all that means is that the launchers immediately know how far away you are if you have been spotted, and it will automatically adjust for control. The flames don't magically move to attack someone, so all the auto aim does really is make it a bit harder to use stealth tactics. If noticed at all, you are in a danger zone and stealth becomes pointless, where in normal circumstances, if someone noticed the stealthy person mid-attack, they couldn't do much to stop it, though some trained (or in this case designed) characters could block, dodge, and or counter. People can still dodge/block the attack if they do it right (like blocking via hiding behind a rock). Auto-aim and auto-hit are different... If you need more convincing play black ops zombies and see how many head shots you get with auto-aim on. Relatively few... guns are to COD Zombies as these flamethrowers are to this roleplay, in that auto-aim can actually be a hinderence... such as trying not to hit the target, but the barrel of oil behind him.
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Redmerv
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitimeSun Dec 30, 2012 6:12 pm

Well the autohit system may help aiming but there is no way o knowing hiw far a target would be there is no telepatic comunication with the bodypart. Aslong as its only a help for aiming i approve the first two upgrades. Later ones will be approved when you are ready for it rp wise
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PostSubject: Re: Cyborg Parts for Alexander    Cyborg Parts for Alexander  Icon_minitime

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