Several times already I heard argument “You cannot craft PA because it requires machining” and “game is too easy as it is”. I have done my research and here I am going to address both those considerations.
1. Crafting a Power Armor.
As a foreword I would like to say, that Power Armor crafting is, indeed, difficult, but not for the reasons presented in design document or brought up on github.
Any real world modern day attempt of power armor consists of four principal parts:
- Frame.
- Shell.
- Internal electronics (motors, climate control, wiring).
- Controller (for said electronics).
Now let’s see step-by-step creation of such armor:
- Construction of frame.
On this step metal frame that would be powered by motors and would carry the weight of armored shell is constructed. For the most part said frame is simply the set of size-appropriate (for future user) pairs of steel tubes or other similary rigid and sturdy metal structures. If you can create rigid body armor (like metal body armor or heavy survivor suit) and can create metal frames - you have both understanding of your own body anatomy and biomechanics and of creating metal frame constructions to craft such power armor frame.
- Motorisation of crafted frame.
On this step you install electric motors, wiring and power source for them in your power armor frame along with controller (probably salvaged from another power armor) for all those electronics. As a result - you end up with something like this (plus motorisation for arms, of course). Essentially, if you can create and install controllable electric motors in frame constructions (like you do in your vehicle) - you can do this step.
- Adding armored shell to crafted motorised frame.
On this step you craft “soft” (for joints) and “hard” (for everything else) parts of outer (armored) shell and attach them to motorised frame. Again, if you can craft full-body armors (like heavy survivor suit crafted out of Kevlar plates) - you can craft this as well.
- Final step: programming controller of all this to work.
And this is where things get difficult. I specifically draw your attention to this: constructing an armor is the easy part - at the end it is simply suit-formed metal and electronics inside it. Programming it to work is the difficult part.
At this step we have unprogrammed (but otherwise completed) power armor. It would work exactly like “salvaged power armor” but would be somewhat heavier (due to all that electronic stuffing). So now we need high “computers” skill (which, at its higher ranks represents skills at programming) and suitable programming device.
And this (at the moment) is stopping point. Not “powered machining”, not “precise machining”, but this: absence of device programmers for powered armor controllers. But such things are reguired for repairing and maintenance of said Power Armors, so as soon as factions are in game, thay should be acquirable from “Old Guard” faction bases.
2. Balance issues.
Some say that “endgame is too easy” and flak KA101 for it. I would say that it is because not only “endgame” but even “middlegame” is not really implemented yet. And what is going to change everything?
Factions. They are going to change everything. Someone now bragging that he is demigod because he have all good mutations, tons of CBMs and can go toe-to-toe with zombie hulk? Get him acquainted with Old Guard’s 4-men squad in power armors and with military-grade assault rifles. Not so godlike now, are we?
And now on the more serious note: some might ask, why I am so insistent on craftability of power armors and even XL power armors.
Consider power balance of factions:
- Consider Old Guard. They pretty much have it all: CBMs, bots, power armors, military-grade equipment (and whatever indutrial capabilities have survived to produce more of all this) and (most probaly) sheer numbers: most part of unchenged remnants of humanity is most probably going to support those they are familiar with.
- Now consider abstract mutant faction. Mutations - irregular, whatever they had luck with (and many of them are actually counter-productive). CBMs and equipment - whatever thay can salvage. Limited numbers. In fact, entire base of such faction can be leveled to the ground by one tank-bot. What they could counter it with?
I would say: huge mutant in power armor, armed with anti-tank rifle, refitted to be portable and usable by huge creatures.
And this is why power armors should be customisable and recraftable for mutant anatomy.