Inventions
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[edit] Inventing
You have two major pieces of equipment: your "Weapon" and your "Defence Unit", which are usually called Defences or Defency Thingys, because "Defence Unit" sounds incredibly pretentious.
Each piece of equipment consists of several parts: the power source, the body, the battery, and three enhancement slots. Weapons have an additional part called an Emitter. All changes are made via dropdown menus.
[edit] Power Sources
There are ten power sources available in SCI. They are:
Each power source has varying strengths and weaknesses versus all the others. Example: A Fire Shield will also offer some defense against Radiation, but not much against Cold.
[edit] Bodies and Batteries
Each body is considered to be made up of slots for batteries and enhancements. The larger the body, the more slots, but the more bulky the construct and the more likely you are to get hit. A Small Body is considered to have two slots, a Medium Body three slots and a Large Body four slots.
Batteries affect how much power your construct has, but can also affect how often the construct overloads and damages you. Smaller batteries are more stable and take up less space, but have decreased effectiveness. Small batteries take up one slot of the body, medium batteries take up two, and large batteries take up three. You cannot put a large battery in a small body because it will not fit.
[edit] Weapons
The Power source for your Weapon will determine the type of damage it does. They are listed as:
- Particle Energiser (Fire)
- Particle De-energiser (Cold)
- Protoniser (Acid)
- Electroniser (Electric)
- Amplifier (Sound)
- Misc. Power Source (Exotic)
- Kinetic Converter (Physical)
- Brainwave Collector (Mental)
- Hamster Cage (Hamster)
- Particle Decay Inducer (Radiation)
The emitter (unique to weapon modifications) changes how your weapon fires, altering the damage and accuracy. The options are:
- Projectile Unit (basic emitter)
- Gunpowder Infuser (decreased accuracy, increased damage)
- Rapid Fire Attachment (decreased damage, increased accuracy)
- Spray Nozzle (increased accuracy, decreased damage)
- Beam Energiser (decreased accuracy, increased damage)
Your battery for your weapon will control how much damage it can do to your opponent. The body determines the maximum size of the battery equipped and the number of enhancements you can equip to the weapon.
[edit] Defency Thingys
The Power source for your Defency Thingy will determine the type of damage it's best at defending aginst. They are listed as:
- Particle Re-De-Energiser (Fire)
- Particle Re-Energiser (Cold)
- Proton Remover (Acid)
- Resistor (Electric)
- Destructive Interferer (Sound)
- Misc Power Source (Exotic)
- Kinetic Dampener (Physical)
- Brainwaver Reducer (Mental)
- Hamster Wheel (Hamster)
- Atomic Stabiliser (Radiation)
- Forcefield (all around general defense, but very weak)
The battery alters how much damage it absorbs from each attack. The body for your Defency Thingy changes the size of the battery that can be used in it, the amount of enhancements that can be equipped, and how hard it is for enemies to hit you in combat - an invention encumbered by a bulky defence is much easier to hit.
[edit] Modding Your Weapon
Wow, now all that's over, time for changing your weapon. When you change your invention it costs rep. So if you are just starting out, I'd suggest waiting a bit before you change your weapon in any way. Changing the body size, power source type, and emmitter type costs 50 Rep each. Changing the battery size costs 25 Rep. This cost can be decreased a little by having Lab Tech minions. Changing enhancements costs nothing. You must first check your schematics before you can make changes. This gives you the total cost if you have a valid combination, otherwise it tells you what is wrong with your current configuration (too many enhancements, not enough rep, etc.)