Razorwing wrote:A photosynthetic that can generate its own light seems a little too good to be true. Yes, these features produce artificial light... that isn't in dispute. The question is... should a photosynthetic armor benefit from that artificial light it produces?
Yup, so long as the quantity is enough. In situations where you would actually need to do this (no existing light to take advantage of) you would stand out like a sore thumb though. Only way around this I can figure is to tunnel under-ground and hollow yourself out a cave and then light up within the cave so that no light escapes to give off your position.
Although I assume armor can feed while a user sleeps... I am not sure if you could fix it so your armor produced light while you slept... I'm a bit unclear on how much an armor can do automatically while a user is sleeping. Like if you can leave on lights or a force field or whatev...
Razorwing wrote:Would you allow a host armor to generate its own food to the point where the drawbacks for the metabolism no longer apply? A Thermosythetic armor that can generate its own heat...
That would be fine so long as you can actually trap enough heat, since they function on the basis of the temperature of the surrounding air. This would mean, similar to above, you would probably have to make a tiny little room somewhere to hole up in. I don't care how much damage a Mega-Heat-Blaster does, even firing it twice a melee, if you are on the top of an icy mountain that heat is just going to spread out and get eaten by the terrain faster than your suit can metabolize it. You would either need to be able to trap the hot air, or else set something combustible on fire to supplement that continual burn. I'm not sure if the Heat Blaster can set stuff on fire though... but it would be easy enough if you carried some matches (presumably the machine cannot infect those)
Although as pointed out by Razor a Thermo/Photo cannot get a flame-breath, you could have 2 different-metabolism Host Armor pilots work in complimentary pairs. Have 1 carnivore with flame breath and 1 thermovore with meat pies, perfect marriage.
Combining Thermo metabolism with the Rifter50p85 upgrade of Napalm with a self-spit could be one way of basking in your partner's heat... but even if you buy Heat Resistance, the damage you take in the process of feeding that way could be pretty rough, probably feasibly if you have maxed-out bio-regen upgrades.
Razorwing wrote:a parasitic armor that can heal its pilot to the point where he suffers no long term damage
What healing add-on are you talking about which might allow this? The long-term damage a parasitic armor does is irreparable. As for the short-term damage, a single cheap slap-patch used once (of thrice-daily, giving you 2 more uses to save for your armor) will restore more (~5d8) than double (4d4) the HP a parasite will temporarily cost its user each day, so it's not a major cost.
Razorwing wrote:... a carnivorous armor that can create enough meat to survive.
I'm not sure how this would be possible. All that comes to mind to me is the Meat Pie Cornucopia feature from Rifter 50 page 83 but only Photo/Thermo metabolism armors can grow that. I'm not sure if it is possible for a standard animal herb/omn/carn(ivore) class Host Armors to grow their own food.
That said, Cornucopia CAN produce Glowfruit... which MIGHT count as an artificial light source for the Photosynthetic armors... so that might be one trick. On the down-side, any time you are carrying un-exploded glow-fruit out in the open to bask in their light, you make yourself a target, similar to the GlowCell trick.
If you have a nice opaque satchel you could possibly pick Glowfruit and store them there where they will not be noticed, and even trade them to other Splicers as a form of currency.
Shark_Force wrote:heat projectors and super light cells
can definitely start fires
I wouldn't say 'definitely' since we are not blatently told this, but it does seem probable enough considering their nature. Even if it wasn't, you wouldn't exactly need a Splicers-Weapon to start a fire, wilderness skills could also allow for that. Carrying matches or a ceramic lighter could also substitute, though I guess the risk there is they might get destroyed or run out.
Shark_Force wrote:trench foot mines and organic rockets
probably also capable of generating fires
I wouldn't say that, for all we know those are purely kinetic force, not flame. Unlike robot missiles it is pretty sketchy as to the nature of their damage though, which I guess could allow for some flexibility.
If you did opt for flame-based damage I'd say the GM should make that the fixed attribute of every mine and missle on-hand, and keep in mind that this means it will do half damage to Splicer-armor which is heat-resistant. On the plus side, that could mean bypassing kinetic resistances.
Shark_Force wrote:bio-e vents
can probably start fires
but we're not really sure
Not sure where the probability originates here, perhaps we should not assume that the default nature of a generic energy blast is to ignite.
Shark_Force wrote:depending on whether the various acid weapons are exothermic or endothermic
may be able to generate heat
may therefore be able to start fires as well
Is heat enough? I thought you had to initiate combustion or something... though I may not understand the physics of this properly.
Of course fire-starting is just a photosynthetic concern. If we're talking thermosynthetic then acid weapons which are exothermic should be enough on their own, right?
Of course... you would still need to find fuel to corrode with your acid, which is pretty similar to having to go find some trees to burn. I guess the bonus here is that you can burn machines or rocks instead, and it wouldn't produce as much smoke to give off your position, so that's a plus.
If a GM made it same-cost they should definitely fix ENDO or EXO for the acid though. The plus to exo being 'feed yourself', the downside being "your acid is producing heat and the robots are now aware of your position" type situations being the cost.
Shark_Force wrote:the burner and electro-pulse guns from the hand-held weapons section can also be used to start fires most likely, and are available to pretty much anyone.
Sounds fair, but like Living Armor this means you are locked to being near an underground base (or at least a Bao-House outpost) to be able to recharge your weapon, so would not help you in prolonged campaigns where you go on the offensive away from support.
Shark_Force wrote:using the official new enhancements in rifter 50, it is likely they could also start fires with a glowfruit-producing cornucopia.
Unless it's mentioned as being some kind of energy attack I think we should assume explosions are of a purely kinetic nature, so I think the thermo guys would be out of luck. Plus... there are way cheaper ways of starting fires out there than wasting your MD grenades.
The light-glow MIGHT be enough to qualify as artificial light for the photosynthetic guys though... as mentioned previously.
That said... although glowfruit might illuminate photosynthetic armor enough to get by (and you would have to be willing to be lit up like a bulls-eye for 12 hours a day) I do not think Host Armor could grow glowfruit without the sun.
In Rifter 50 Cornucopia (p83) says that these are small versions of the ones Gardeners grow, and reading THAT description (p68) it says they "capture the sun's energy". It doesn't mention anything about artificial light or thermogenic metabolism being able to grow them. So a thermogenic Gardener with a Cornucopia would have to expose his armor-grown mini-glowfruits to sun the same way he would the larger kind.
So basically if you ever did whip your glow-nades, even if you still had a nade remaining for some light (or even if you could start a fire with it) keep in mind that they will not regrow unless you access the sun. Their regrowth rate should only be active during times you are in sunlight.