Armory 2 Wishlist


General Discussion

51 to 100 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

1 person marked this as a favorite.
Borthos Brewhammer wrote:
BretI wrote:

Magical bullets (caster rounds)

There's another thread on the boards about shellguns not being useful. This could be a cool use for it, caster shells like in Outlaw Star. They'd have to be fairly expensive or rarely in-stock to deter people from loading up scatterguns with them and just firing off spell after spell after spell. Like a spell amp but anyone can use it, it's just dumb expensive.

There is literally already a fusion that lets you do this.


Demolitions, as others have already mentioned.

Forensic examination kits and devices.

Energy field scanners and air sniffers.

Downloadable databases, software and cloud services, such as ship registration database, monster recognition database, who's who, fake comms image generator, or engineering design stress test.


What do people want to DO with demolition charges? They're going to be very afraid of them being used to kill enemies, which is why they currently work as grenades, and if you want to blow up doors the Breaching guns in Armory and the Piercing weapons (and that half hardness fusion) already handle this very well.


1 person marked this as a favorite.
Xenocrat wrote:
What do people want to DO with demolition charges? They're going to be very afraid of them being used to kill enemies, which is why they currently work as grenades, and if you want to blow up doors the Breaching guns in Armory and the Piercing weapons (and that half hardness fusion) already handle this very well.

The issue is that, as things stand, even just doors, nevermind walls, have too many hit points. The reason I want demolition charges and rules, is so that I have actual mechanics to support genre-appropriate actions like "blow a hole through the wall to enter the building from an unusual angle", rather than having to just wing it. As it stands, such is technically impractical, because even a fairly ordinary wall is going to have considerably more HP than the final boss inside said building. If you can do enough damage in a round or two to make such an improvised entry, you can do enough damage in a round or two that you don't need cleverness to roll over the opposition.


Metaphysician wrote:
Xenocrat wrote:
What do people want to DO with demolition charges? They're going to be very afraid of them being used to kill enemies, which is why they currently work as grenades, and if you want to blow up doors the Breaching guns in Armory and the Piercing weapons (and that half hardness fusion) already handle this very well.
The issue is that, as things stand, even just doors, nevermind walls, have too many hit points. The reason I want demolition charges and rules, is so that I have actual mechanics to support genre-appropriate actions like "blow a hole through the wall to enter the building from an unusual angle", rather than having to just wing it. As it stands, such is technically impractical, because even a fairly ordinary wall is going to have considerably more HP than the final boss inside said building. If you can do enough damage in a round or two to make such an improvised entry, you can do enough damage in a round or two that you don't need cleverness to roll over the opposition.

They don't want you to be able to blow through a door, let alone a wall, of appropriate super science materials on a ship or space station in one or two rounds. You're supposed to hack them with computers or bypass them with engineering. If you can blow up interior doors and walls easily you can blow up exterior bulkheads and ventilate parts of stations easily. They don't want that.

If you want to knock down a door, invest in strength and a high level breaching gun to kick it down rather than shoot it down. Just don't expect to succeed until higher levels.

I also question whether blowing through walls or doors is genre appropriate. What future sci fi influences had soldiers blowing up starship and station doors rather than hacking them? Not Star Wars or Star Trek.


In fairness, the video game Star Trek Voyager Elite Force had a demolitions character who explicitly blows up a door (though later in that same mission, your roster of teammates changes and one of the replacements does hack a door open).

On topic: I'd like something in the rules to nix the obligatory arms and armor treadmill, so that you don't have to go from a lvl 1 starknife to a lvl (what? 8?) starknife just to maintain expected damage values. So that if you happen to like the type of light armor you got at lvl 1 and don't want to fall drastically behind in expected AC values (until lvl 5 or 6, where the next version of that armor becomes available, and then you get back to par only to begin falling behind again, wash, rinse, repeat...), you can just use that armor and be forever done with the accounting and busiwork.


I find that some Starfinder GMs are better than others at adding cover options in their encounters. As such it it would be nice to have a piece of gear that let you deploy your own (immobile) cover.

A low level option could be something like the Deployable Shield from Rainbow 6 Siege. Provides cover, but at a cost - it's bulky and slow to deploy.

A medium level option would be something that's quicker and/or lighter to deploy, something like Battlefield 2142's IPS shield. Perhaps we could take some inspiration from the Grenade of Wonder, what about a consumable that instantly summons random pieces of scenery when thrown?

My one concern is that the item(s) should have some drawbacks to keep the Barricade feat viable.


1 person marked this as a favorite.
Kudaku wrote:
I find that some Starfinder GMs are better than others at adding cover options in their encounters. As such it it would be nice to have a piece of gear that let you deploy your own (immobile) cover.

This is in Armory, the Flash Shield Generator. Plus an expendable magic or hybrid item that puts up cover.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Steven "Troll" O'Neal wrote:
Borthos Brewhammer wrote:
BretI wrote:

Magical bullets (caster rounds)

There's another thread on the boards about shellguns not being useful. This could be a cool use for it, caster shells like in Outlaw Star. They'd have to be fairly expensive or rarely in-stock to deter people from loading up scatterguns with them and just firing off spell after spell after spell. Like a spell amp but anyone can use it, it's just dumb expensive.
There is literally already a fusion that lets you do this.

Yes, the spellthrower fusion can let a character cast a spell from a spell gem through their weapon. However, the restrictions on spell level (no more than 1/4 the level of the weapon) and "reload" time (1 minute to load a spell gem) are pretty severe. Also, you either cast the spell or fire the weapon, not "shoot someone and have a spell effect go off on a hit."

A "spell amp" (probably needs a different name) with detrimental effects for the various injection weapons (Needler Pistol/Rifle, Nightarch Needler from Pact Worlds, Wraith-Sting Rifle from Armory, etc.) might be a way to achieve this. Then you can have a character shoot someone and have a baleful polymorph, lesser confusion, daze monster, hold person, inflict pain, slow, bestow curse, etc. effect go off.

More types of special ammunition (like explosive) would also be nice: beanbag/gel/plastic rounds (do nonlethal damage), flechette shells (add a bleed 1d4 critical effect), etc.


2 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

For my number one wish: more hybrid items like the digital harrow deck that interact with specific class features, spells, or other magical effects. They don't have to be tremendously beneficial, but even a situational "+1 to the DC when casting a specific spell" or something similar...

Grand Lodge

Midboss57 wrote:

I'd love to see more weapons with multiple modes of fire.

Take the under barrel weapons. Grenade launchers are a good start, but lets be creative. I want my scaterguns (Starship Trooper style), my Flame Throwers (Valkyria Chronicles style), my foe grabbing grappling hooks (Doom Eternal or Roadhog style). Heck, if we want to go the whole way, I want my all in one gun like in the Fith Element.

Or even special ammunition. Incendiary rounds, emp rounds, explode before hitting target rounds, High Penetration rounds, White Phosphorous... sort of like the Deathwatch weaponry.

Or really, anything which would qualify as Alt-Fire in games like Doom or Wolfenstein.

I dont know if im just late to the party, but there's a weapon modification that allows you to do this for the most part. Either a modified Uniclamp that works with weapons under 1 bulk or just use the Maze-core mechanics to make a fresh weapon.

Uniclamp https://www.aonsrd.com/WeaponAccessories.aspx?ItemName=Uniclamp&Family= None

Maze-Croe https://www.aonsrd.com/AlienDisplay.aspx?ItemName=Nuar%20Enforcer&Famil y=Nuar

Hopefully that helps! I'm planning on giving our groups soldier access to a maze core automatic rifle with a tactical ripper under barrel. Make a man out of them kasatha.

Grand Lodge

What id particularly like to see are some personal energy shields like the Jackles from Halo. Something you need to turn on and gives you a flat EAC and KAC bonus.

That and an Advanced Melee weapon that allows you to deflect all projectiles regardless of damage type. While I know there is already the gale baton, but thematically I would never use it with a character. Its just a club surrounded by wind. Meh.

Im sure Ill just house rule a weapon into the game that matches what I have in my head, but it would be nice to have something a bit more solid.

Also, a Weapon hilt that allows the replication of a Solarians Weapon manifestation. Either for armor solarians or others that just want to take advantage of the cool Solarian mechanic. Sure, it sounds just like a lightsaber, but why not? they're cool.


Hi Slot armors without an armor check penalty


2 people marked this as a favorite.

Portal Gun! Open a line of fire on hard-to-reach targets with connecting portals that can change the position and direction of ranged projectiles and effects that pass through them. Create an open window to fire on covered enemies from behind, or drop a grenade on an entrenched sniper from a portal above! Can't teleport creatures, takes two standard actions to create connecting portals, an can only target 5 ft square of mostly flat space. Requires ranged attack roll when firing portal beyond melee range, auto-succeeds when firing at melee range.


Darrag Oathsbane wrote:
Midboss57 wrote:

I'd love to see more weapons with multiple modes of fire.

Take the under barrel weapons. Grenade launchers are a good start, but lets be creative. I want my scaterguns (Starship Trooper style), my Flame Throwers (Valkyria Chronicles style), my foe grabbing grappling hooks (Doom Eternal or Roadhog style). Heck, if we want to go the whole way, I want my all in one gun like in the Fith Element.

Or even special ammunition. Incendiary rounds, emp rounds, explode before hitting target rounds, High Penetration rounds, White Phosphorous... sort of like the Deathwatch weaponry.

Or really, anything which would qualify as Alt-Fire in games like Doom or Wolfenstein.

I dont know if im just late to the party, but there's a weapon modification that allows you to do this for the most part. Either a modified Uniclamp that works with weapons under 1 bulk or just use the Maze-core mechanics to make a fresh weapon.

Uniclamp https://www.aonsrd.com/WeaponAccessories.aspx?ItemName=Uniclamp&Family= None

Maze-Croe https://www.aonsrd.com/AlienDisplay.aspx?ItemName=Nuar%20Enforcer&Famil y=Nuar

Hopefully that helps! I'm planning on giving our groups soldier access to a maze core automatic rifle with a tactical ripper under barrel. Make a man out of them kasatha.

The only things I don't like about Maze Cores are the whole thing about how they only work with Powered Weapons, and how Swift Actions clash with Full Actions now. The Powered Weapon thing makes it really hard to use certain weapons, especially at low levels where a lot of melee weapons in general are going to be Analog, and the Swift because sometimes you want to just bury your axe in an enemy's shoulder and use them as a tripod to blast their buddy behind them... or otherwise switch between weapons between attacks because it's extremely cinematic and I've been on a RWBY kick for months now. Otherwise they're probably my favorite item in the game.


1 person marked this as a favorite.

I think the item I would most like is a device that can generate UPBs. My idea for this is to have a digital grinder that renders down items to create "Uncharged" UPBs in Greater number than the 10% sell back value which, in addition, also need to consume charges from batteries to make them work like normal for a brief time to balance out a better ratio vs just reselling the items for 10% worth in credits. In addition to to being "Uncharged" I think that should also be "unstable", which would also mean they could not convert to credits and would also begin decay over time making it very difficult to stored up large amounts of the "Unstable" UPBs. I personally would love to hear feedback about this idea because I'm tempted to make it myself lol.

Sovereign Court

1 person marked this as a favorite.
The Artificer wrote:
I think the item I would most like is a device that can generate UPBs. My idea for this is to have a digital grinder that renders down items to create "Uncharged" UPBs in Greater number than the 10% sell back value which, in addition, also need to consume charges from batteries to make them work like normal for a brief time to balance out a better ratio vs just reselling the items for 10% worth in credits. In addition to to being "Uncharged" I think that should also be "unstable", which would also mean they could not convert to credits and would also begin decay over time making it very difficult to stored up large amounts of the "Unstable" UPBs. I personally would love to hear feedback about this idea because I'm tempted to make it myself lol.

I wouldn't expect it in Armory 2. Starfinder has taken a different approach to crafting than Pathfinder: it doesn't make things any cheaper. They don't want crafting to be an end run around WBL like it is in Pathfinder.

Now, your idea doesn't directly make crafting cheaper, but it makes loot worth more, and that's almost the same. So I wouldn't expect it in an official book.

Does 10% seem low? Yeah it kinda does, in Pathfinder you can sell mooks' gear for a lot more, percentage-wise. But if you look at the absolute value, by level 5 you don't really care whether you're selling back studded leather at 10% or 50%. Most gear in Pathfinder is pretty cheap; Starfinder gear is more expensive. If you got to sell back mook gear at higher % then it would give you a loooot of money.


Ascalaphus wrote:
Does 10% seem low? Yeah it kinda does, in Pathfinder you can sell mooks' gear for a lot more, percentage-wise. But if you look at the absolute value, by level 5 you don't really care whether you're selling back studded leather at 10% or 50%. Most gear in Pathfinder is pretty cheap; Starfinder gear is more expensive. If you got to sell back mook gear at higher % then it would give you a loooot of money.

After a while in Path you (or, well, I in my several games I've played) tend to start running into a lot of +X items, generally ones a point or two behind where you're currently at, or else random magic items. Those can be worth quite a bit of money. And in either system it all winds up the same place anyways, you're supposed to have X amount at level Y, and the game is balanced around you having that much gear. The lower sell-back just means you need to find either more or better (which is it's own can of worms, because anything looted could be used) loot to meet the demands, or else get a lot more from commission.

Sovereign Court

2 people marked this as a favorite.
Shinigami02 wrote:
Ascalaphus wrote:
Does 10% seem low? Yeah it kinda does, in Pathfinder you can sell mooks' gear for a lot more, percentage-wise. But if you look at the absolute value, by level 5 you don't really care whether you're selling back studded leather at 10% or 50%. Most gear in Pathfinder is pretty cheap; Starfinder gear is more expensive. If you got to sell back mook gear at higher % then it would give you a loooot of money.
After a while in Path you (or, well, I in my several games I've played) tend to start running into a lot of +X items, generally ones a point or two behind where you're currently at, or else random magic items. Those can be worth quite a bit of money. And in either system it all winds up the same place anyways, you're supposed to have X amount at level Y, and the game is balanced around you having that much gear. The lower sell-back just means you need to find either more or better (which is it's own can of worms, because anything looted could be used) loot to meet the demands, or else get a lot more from commission.

After two books of Starfinder AP we took the balance of loot we found, and it turned out that the stuff we sold back for 10% didn't really matter. Most of the WBL we got were from straight credits: adventure rewards, credsticks, pieces of art placed there just to be worth money and so forth. The straight credit rewards alone were enough to keep our party on WBL. The AP is written with the assumption you don't significantly profit from selling items.

So, a device that allows you to reclaim those items for more UBP than reselling would be worth, would put you above WBL. It would be a device that adds value, prints money. And that's not really good for the game in the long run.


I wanted a device that allows you to convert objects into UPS, I figured that even if you did make items at a better return rate than the 10%, that the fact that you could only sell it for 10% would balance that fact out, and that the UPB's themselves could not be resold or used for barter, beacuse of the instability, I intended that the UPB's you do generate would not be allowed to be used as currency, because of them being unstable. As a new GM I wanted a mechanism in place for my players to be able to convert loot into crafting materials, without it breaking the world balancing level mechanic.


Can't items already be broken down into 10% UPBs? We joked there was a giant blender on the ship.

We made the ships AI cover her eyes when we get to get some expensive augmentations out of someone...


BigNorseWolf wrote:
Can't items already be broken down into 10% UPBs?

Nope. With GM permission you can salvage some parts worth 10% to create a similar item (e.g. the focusing lens on your laser rifle can be used to build a better laser rifle), but you can’t get UPBs.


2 people marked this as a favorite.
Xenocrat wrote:
BigNorseWolf wrote:
Can't items already be broken down into 10% UPBs?
Nope. With GM permission you can salvage some parts worth 10% to create a similar item (e.g. the focusing lens on your laser rifle can be used to build a better laser rifle), but you can’t get UPBs.

Though there really is no good economic reason why you *couldn't* do this. It certainly wouldn't break the game.


1 person marked this as a favorite.

Yeah, I would allow a ship-board device that breaks items down to 10% UPBs as a quest reward because it opens up the possibility of adventures far from civilization, when there is nowhere to spend credits.

After a few adventures of scavenging items for parts, it would probably be a welcome find for the PCs, too.


1 person marked this as a favorite.

So there should be a ship board device that breaks down items into 10% UPBs. I second the motion.


Tectorman wrote:
On topic: I'd like something in the rules to nix the obligatory arms and armor treadmill, so that you don't have to go from a lvl 1 starknife to a lvl (what? 8?) starknife just to maintain expected damage values. So that if you happen to like the type of light armor you got at lvl 1 and don't want to fall drastically behind in expected AC values (until lvl 5 or 6, where the next version of that armor becomes available, and then you get back to par only to begin falling behind again, wash, rinse, repeat...), you can just use that armor and be forever done with the accounting and busiwork.

I'd like to see this too. Something like the power armor rules. You can keep upgrading your current armor, but eventually you want to switch to something with more upgrade slots/higher max dex/etc.


1 person marked this as a favorite.

UPBlender?


I am glad that there are people out there that agree with this idea! I only hope that it's implemented, there is also a huge role playing aspect to being able to craft away from civilizations, and I felt the item could cover this.


The Artificer wrote:
I am glad that there are people out there that agree with this idea! I only hope that it's implemented, there is also a huge role playing aspect to being able to craft away from civilizations, and I felt the item could cover this.

You can enhance your role playing opportunity by having your character exercise foresight and engaging in a shopping trip to buy and stockpile UPBs ahead of time!


That goes without saying, However, as I said above I want an item to make UPB's out of items you gather adventuring away from those conveniences.


3 people marked this as a favorite.
The Artificer wrote:
That goes without saying, However, as I said above I want an item to make UPB's out of items you gather adventuring away from those conveniences.

I get the appeal, but it seems something better left as homebrew for that specific type of campaign.

Hear me out, I like the idea and wish it was how things worked already. Unfortunately, if it existed as an item it's a no drawback item. Every party would or should have it regardless of their need for it, because it circumvents the downside of only being able to get 10% of value in UPBs towards making a similar item. Even if the UPBs were "unstable" and couldn't be spent as currency, that's not really a downside since UPBs are 1-1 credit cost, and crafting an item is 1-1 credit cost.

A better downside: Make it a feat. Like the Squox feat, have like "Assembly Ooze Familiar" as a feat, and they come in a little backpack. You can feed them items and they store 10% of the value in UPBs that can be used later when you're crafting (but only you, and not an ally, thus meaning you need the appropriate skill ranks that limit what you can make). If your familiar dies, you can spend x credits to reconstitute a new one.

You could even give them an additional ability like they can quick-craft ammunition in combat. Just expend the ammunition value in UPBs and it pops it out for you as a swift action, letting you reload same turn it pops the ammo.

Sovereign Court

3 people marked this as a favorite.

If you could blend anything you find into 10% UPB, then the only reason you'd ever have to go back to town [to resupply] was to buy above-level gear. But periodically coming back to town to resupply is good for the game because it allows the GM a chance to spring a lot more story hooks. Otherwise he'd be limited to the sort of hooks you can stumble across in the wild or over the radio. Which works to a point, but it's less varied.

I think having to occasionally come back to town is good for the game as a whole.


Implantable, time elapse or remote controlled brain bombs. Geases are so passe.


Ive mentioned this before but to prop it up for consideration again.. a full system for creating and modifying weapons. Attachments are nice but let us build any weapon type of any level and give us a in game system to do it please.


Vexies wrote:

Ive mentioned this before but to prop it up for consideration again.. a full system for creating and modifying weapons. Attachments are nice but let us build any weapon type of any level and give us a in game system to do it please.

It's not going to happen. Everything is very visibly hand-tuned between damage types, range increments, ammo capacity, and how many equipment levels it takes a given weapon to jump up in effectiveness across those categories. There won't be a generally applicable formula that lets you add 1-3 item levels to any existing item to get a fixed boost to damage, range, ammo capacity/usage, etc. They'd have to do it for each particular specific weapon, at which point they should just publish more weapon iterations filling gaps (which isn't possible for many of them) or extending the high level range (the easiest, but also the least valuable).

It's barely more plausible (and certainly easier to houserule) for armor, where one could theoretically create a Lashunta Ringwear II.5 (or whatever) without too much trouble, arbitrariness, or redundancy.


Xenocrat wrote:
Vexies wrote:

Ive mentioned this before but to prop it up for consideration again.. a full system for creating and modifying weapons. Attachments are nice but let us build any weapon type of any level and give us a in game system to do it please.

It's not going to happen. Everything is very visibly hand-tuned between damage types, range increments, ammo capacity, and how many equipment levels it takes a given weapon to jump up in effectiveness across those categories. There won't be a generally applicable formula that lets you add 1-3 item levels to any existing item to get a fixed boost to damage, range, ammo capacity/usage, etc. They'd have to do it for each particular specific weapon, at which point they should just publish more weapon iterations filling gaps (which isn't possible for many of them) or extending the high level range (the easiest, but also the least valuable).

It's barely more plausible (and certainly easier to houserule) for armor, where one could theoretically create a Lashunta Ringwear II.5 (or whatever) without too much trouble, arbitrariness, or redundancy.

See, that's actually what I meant in my earlier post. A system or at least list of guidelines based on specific damage type, range, etc., to facilitate buying only one single version of a given weapon and still be able to approximately reverse engineer its progression. Basically, an automatic bonus progression, but for Starfinder. Which might be beyond what could be put in an Armory, and might take a few years the way Pathfinder Unchained did, but the tired, required equipment treadmill needs some kind of alternative.


Isaac Zephyr wrote:
The Artificer wrote:
That goes without saying, However, as I said above I want an item to make UPB's out of items you gather adventuring away from those conveniences.

I get the appeal, but it seems something better left as homebrew for that specific type of campaign.

Hear me out, I like the idea and wish it was how things worked already. Unfortunately, if it existed as an item it's a no drawback item. Every party would or should have it regardless of their need for it, because it circumvents the downside of only being able to get 10% of value in UPBs towards making a similar item. Even if the UPBs were "unstable" and couldn't be spent as currency, that's not really a downside since UPBs are 1-1 credit cost, and crafting an item is 1-1 credit cost.

A better downside: Make it a feat. Like the Squox feat, have like "Assembly Ooze Familiar" as a feat, and they come in a little backpack. You can feed them items and they store 10% of the value in UPBs that can be used later when you're crafting (but only you, and not an ally, thus meaning you need the appropriate skill ranks that limit what you can make). If your familiar dies, you can spend x credits to reconstitute a new one.

You could even give them an additional ability like they can quick-craft ammunition in combat. Just expend the ammunition value in UPBs and it pops it out for you as a swift action, letting you reload same turn it pops the ammo.

If it is *that* universal, that literally every party ever would pick it? It perhaps suggests that it should have been the default in the first place.


Metaphysician wrote:
If it is *that* universal, that literally every party ever would pick it? It perhaps suggests that it should have been the default in the first place.

I don't argue that at all. I think thematically for the world it makes more sense to salvage gear for 10% value in UPBs, rather than hawk them. Because economically it really doesn't make sense that you can sell non-unique gear at all in the world Starfinder presents. Moreso when the mechanics are considered, since a merchant makes no profit on recycled gear.

However I also understand the leveled gear system and the tight economics needed to keep it together. The current system keeps things in line, and penalizes hoarding to attempt that small push over the WBL presented by the APs. Gear is heavy, and the bulk system will very quickly weigh you down, plus you need storage space until you can get to a habitable system/starport.

Profession was also hit hard by the system, as you gain result in credits/week, which is pitiful, especially for the idea of an Icon singer or other such prestigious job.

All of it though results in a less immediate gratification system. When crafting takes 4 hours, it's not hard to take a day's rest and pop out a current level piece of gear if you have the wealth. If you got flat UPBs, you're looking at indeed just milling every little piece of salvage to make a current level piece of gear. The current system essentially says "we're giving you pistols, you can't make swords out of them", so you can't turn your treasure into just whatever you want in a night. Which is probably for the best.

In just this bit I noticed an exploit that would form. UPBs can be used to make special materials, which sell 1-1. If you could turn 20 guns into 1 bulk of equivalent-value we'll say Cold Iron, you're removing the embarassing downside of hauling all of that around for sale.

Grand Lodge

1 person marked this as a favorite.

One thing that I appreciate from a GM point of view is that if I decide to drop a little extra loot in Dead Suns, the 10% loot sell-off and rapid obsolescence insures that if I drop too much, the problem self-corrects in a level or two. Because the 10% sell-off is annoying, and I have let them know that I'm dropping a bit of extra loot here and there, I made a deal with the players. Any items they don't claim they can donate to the Starfinder Society, and I might let them get two of an item that was dropped by the Adventure instead of one.

Before travelling off into the vast, they bought a ton of UPBs. It'll be interesting to see what they craft from them.

Hmm


BigNorseWolf already asked for them twice, but could we please get some lower-level armors with more than 0 or 1 upgrade slots? Preferably more than 3 slots, even if it costs AC. There are tons of nice upgrades that you will never use.

Grand Lodge

The Artificer wrote:
I think the item I would most like is a device that can generate UPBs. My idea for this is to have a digital grinder that renders down items to create "Uncharged" UPBs in Greater number than the 10% sell back value which, in addition, also need to consume charges from batteries to make them work like normal for a brief time to balance out a better ratio vs just reselling the items for 10% worth in credits. In addition to to being "Uncharged" I think that should also be "unstable", which would also mean they could not convert to credits and would also begin decay over time making it very difficult to stored up large amounts of the "Unstable" UPBs. I personally would love to hear feedback about this idea because I'm tempted to make it myself lol.

Your description could easily be solved by just using a heavy bayonet. Doesn't require powered quality and can be used as is. No need to switch as a swift action. As far as i know, the only penalty is for full attacking just like if you had attacked with the axe and a pistol.

Grand Lodge

BigNorseWolf wrote:

Can't items already be broken down into 10% UPBs? We joked there was a giant blender on the ship.

We made the ships AI cover her eyes when we get to get some expensive augmentations out of someone...

Look at the Corpse Recycler. Perhaps you could design something similar? I currently have one built into my game as part of a mining vessels reprocessing array. It converts materials mined by the laser into BPU's if all the materials are present. Otherwise they get shunted into cargo containers.

Perhaps make a recycler as a bay that can only be used for an onboard Tech Lab. That or just raw materials that can be sold as trade goods equal to 10% of the original item.

This works well in combination with a mining laser. You can give the party "treasure" in a set amount of materials mined in the process of destroying the enemy ship.

Hope that helps.


Darrag Oathsbane wrote:
The Artificer wrote:
I think the item I would most like is a device that can generate UPBs. My idea for this is to have a digital grinder that renders down items to create "Uncharged" UPBs in Greater number than the 10% sell back value which, in addition, also need to consume charges from batteries to make them work like normal for a brief time to balance out a better ratio vs just reselling the items for 10% worth in credits. In addition to to being "Uncharged" I think that should also be "unstable", which would also mean they could not convert to credits and would also begin decay over time making it very difficult to stored up large amounts of the "Unstable" UPBs. I personally would love to hear feedback about this idea because I'm tempted to make it myself lol.
Your description could easily be solved by just using a heavy bayonet. Doesn't require powered quality and can be used as is. No need to switch as a swift action. As far as i know, the only penalty is for full attacking just like if you had attacked with the axe and a pistol.

(Gonna guess there was a screwed up quote involved here, they tend to happen on this board)

The transformation is half the fun though, and the bulk limit does mean some options aren't really available. Otherwise it would probably work though, thanks for pointing that out.

EDIT: And on further reviewing, the one-handed limitation does hurt a lot as far as what the melee component can be, so my Crescent Rose expy will still have to be powered and burn an action shifting. Oh well.


A low-level rocket launcher. Seriously, just a longer range grenade launcher and call it a day.


How about missiles launchers that allow you to shoot a volley at targets?

You know the classic weapon that shoots a volley of homing missiles in one trigger press? Yeah, that kind of weapon.

Have a weapon that deals, say 1d10 per missile and based on its level, there's a cap, like say 6d10 at 10th level. You have the choice to strike a single target at 6d10, two targets at 3d10 each, 6 targets at 1d10 each, or any combination. Call this ability "Lock-on", at best.

Liberty's Edge

Rules for Weapons/Armor/Tech Equipment with integrated Artificial Intelligence (AI)/Intelligent Magic Items

Hardware Manufacturers for Technological Gear with unique features/software

Examples of "Subscription" services to resupply the PC with a new shipment of Batteries/Rations & Food/Trendy Clothes every Astral Month to a registered Address in Cities/S.Stations/Large Settlements

Rules for fully cybernetic (Technological) internal organs & nervous system

Racial specific Augmentations to improve Natural Attacks to scale with level (Ex Vesk et al)

(As others have said) Archetypes for Vehicular focused PCs that make riding a hover/motorcycle through non-cramped areas possible for traditional "mounted combat"

Kaiju fighting Starships/Mech Power Armor that is built using BUILD POINTS and NOT Credits

More Poisons & Serums of EVERY kind

"Useless" Magical oddities with little/no mechanical benefit (Oddities like seen in the cypher system)

Pearl of Power MK 1-6

More Staffs of every kind (Tech, Hybrid & Magical)

More Rings of every kind (Tech, Hybrid & Magical)


Themetricsystem wrote:
Racial specific Augmentations to improve Natural Attacks to scale with level (Ex Vesk et al)

We have that. It's called the Improved Unarmed Strike feat. Asking for an item with the power of a feat is too much. PC natural attacks are all just unarmed strikes, and monsters play by different rules so it's unnecessary.

Now an item (maybe a glove?) that lets you apply fusion seals to unarmed strikes? Cheapy glove with an item level that needs occasional replacement (if glove made item level=character level then you need to replace your fusions every level which would get stupid expensive and hemorrhage WBL) as you level and want better fusions.

Maybe a special fusion. Level 15+ that can only apply to Unarmed Strikes that gives them enough damage (with Improved Unarmed Strike) to match the damage die of the Dueling Sword, which they stay pretty on-par with until post 12 I believe?

Some item/ability to remove non-lethal from non-natural attacks unarmed? Even if it was like, the opposite of the Merciful fusion and required that the aforementioned fusion glove. Fighting undead is kinda not fun when you're a human unarmed strike envoy...


Isaac Zephyr wrote:
Themetricsystem wrote:
Racial specific Augmentations to improve Natural Attacks to scale with level (Ex Vesk et al)

We have that. It's called the Improved Unarmed Strike feat. Asking for an item with the power of a feat is too much. PC natural attacks are all just unarmed strikes, and monsters play by different rules so it's unnecessary.

...

Some item/ability to remove non-lethal from non-natural attacks unarmed? Even if it was like, the opposite of the Merciful fusion and required that the aforementioned fusion glove. Fighting undead is kinda not fun when you're a human unarmed strike envoy...

...actually there is already an item for that. The Ring of Fangs from Temple of the Twelve. A Level 3 item that costs 315 credits. You can do Lethal damage and you actually get Level x 2 damage for specialization.

It is ridiculously overpowered unless you consider the attack to be Archaic (which I do; others don't).


1 person marked this as a favorite.

Wishlist Items:

#1 - Better projectile firearms or ways of making them more viable such as increased magazine size. Projectile firearms have ridiculously low magazine sizes compared to energy weapons for no apparent reason and without a tangible trade-off to compensate.

#2 - Better options for automatic weapons such as burst fire rather than single-shot or empty mag. Honestly, although I'm generally quite happy with Starfinder combat, the automatic fire rules suck.

#3 - More vehicle options and vehicle creation rules. While starship rules get plenty of expansions and love in the rules and supplements, vehicles are a criminally underserved part of the game. Starfinder is a RPG that screams for speeder-bike chases, car chases, aerial battles, etc. but the current options are tame at best.

#4 - Additional weapon accessories & armor upgrade options. While Armory 1 offered a nice selection of these, I'd be happy to see more.


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

My wishlist:

1. More fusions that don't require critical hits in order to matter. I mean, seriously, I've gone through several weapon tiers without getting a single crit. Crit effects are way too highly valued in this game.

2. A good bow-like weapon.

3. Weapons that are explicitly flavored like wands. More magic focused weapons in general.

4. Feats/fusions/upgrades to improve AC while wielding melee weapons that doesn't stack with shield bonuses.

5. Temporary weapon buffs that you can apply in the field, like PF weapon oils.

6. Magazine size upgrades for bullet weapons.

7. More types of bullets.

8. High damage, unwieldy small arms that can't be used with trick attack. Specifically to give Envoy's an option to get a bit more damage.

51 to 100 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Starfinder / Starfinder General Discussion / Armory 2 Wishlist All Messageboards

Want to post a reply? Sign in.