Ura twitched as I finished inside her, and she passed out beside me. I got up, no longer sleepy, and neither was my character as I moved slowly out of bed with a long stretch. I looked back at the woman that I just finished inside and hoped couldn't help but wonder what I would do if I started to get attached to her.
She was just so damn real in this game, and that scared me a little. What happens if she dies? What happens if I have to move on from this game in order to continue to survive in real life? Both these questions weighed a little on me, and I shook my head. I gathered my things and dressed while keeping myself crouched in the tight compartment. Ensuring I had all my guns, I turned to leave before I almost hit my head on the ceiling as I did so and brought my head lower before walking, getting myself out of our crew quarter.
I walked passed and climbed down the ladder, now able to stand tall. I didn't know if everyone was asleep, but my character was hungry, and it was time to eat. I quickly started to raid the fridge for food and quickly began to cook something. It didn't take much, and soon I had a small meal in front of me.
I quickly set to work on the food and enjoyed it while thinking about what I wanted to make. I learned a lot from Oxrock. First, I underestimated the difficulty and realistic difficulty of this game. Mages were not a joke, and a simple trap would have done wonders to Oxrock. A simple mine with a laser for activation would have done wonders and many other things.
I would have to come up with solutions for those who could use magic. There would be classes that could use mixed, and I was sure that Magic in the pro leagues would become a major issue. Without a doubt, I had no plans of going down the magic route, but that did not mean I couldn't plan on people using it.
Right now, I was in the Tutorial and had to adapt to a world with both Mages and technology. That meant that the logic of the world included both and could be used in all manner of technologies. That even meant my weapons could be tweaked to have enchantments, maybe. There was so much that I didn't know and could not know this early in the game.
There were many things that I needed to learn slowly, including the information in that data pad. It contained a lot of technical speak about propellent and different ways of treating chemicals for different reactions as well. Weapon design and bullet design were two important things in this world, and I couldn't help but wonder if Nyava would also be helpful in this pursuit with knowing chemical compounds and reactions that would specifically help.
Not only that, she was a potioneer that could create health potions and other helpful things that hopefully would become an income source later. Thinking of Nyava reminded me that I also needed to finish planning her punishment. The problem was coming up with a proper punishment that truly made her understand her current place. She was a woman that seemed to take what she wanted or force people to react in certain ways.
Highly selfish was the best description of Nyava, and rewarding her with what she wanted was something I was not willing to do. The problem was that I could already tell she was planning for me to see that Pain was a pleasure for her. That meant there were two ways for me to react, and that was to ‘punish’ her with pleasure in a way that she did not enjoy or to retract all stimulus in that direction.
Retracting all pleasure and stimulus was the harder thing to do and would come with a serious uptick of other issues as she tried to force the issue. That left the first one to make whatever pleasure she did feel completely unsatisfactory, which could also open up other problems.
My mind raced, and I didn't even realize when I finished my food. Finally, I got up and put the dishes into the dishwasher before moving to the med bay, where I saw Nyava lying on the bed, sleeping soundly. I turned, walked to my shop, and sat down, pulling out my guns.
I thought about the fight with Oxrock and looked over my pistol, thinking about how little damage it did. It was a real issue for that fight, but it wasn't useless in the end. What I needed was to increase the ammo count or the individual damage the gun caused. I put my handgun on the table, pulled out my shotgun, and sighed with the small double barrel.
Another issue, even worse than my handgun, was that the double barrel was only two shots. I needed more in the circumstances, and although I could carry more weapons, it didn't fix the problem of ammo. Two shots and dump was not a sustainable shot capacity. I couldn't help but think back to my Call of Duty days and the pump shotgun or the auto shotgun. The four-shot auto shotgun that a mag was rotated in. These were viable alternates, but my favorite in those games when wanting to move with power and speed was the pump shotgun.
I leaned back in my chair, and I couldn't help but wonder if I could design something that could better fit my details into a smaller package. The benefit of the pump was that I didn't need to replace a magazine, and I would have more shots than a double barrel. That didn't remove the significant issue of the pumping time that the double barrel does not have. The double barrel can just shoot both rounds at the same time. This was great for close-distance shields and being compact while doing it.
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There lay the first significant issue. How often was I going to run into shields at point-blank range? I didn't want to have them reach the point-blank range with the build I was chosen in this world. I wanted long and medium coverage. But not being prepared for the short and point-blank range was stupid. The fight with Oxrock was point blank in each other's faces. My assault rifle was made for medium range, and my sniper was obviously long range.
My mind blanked as I realized I was more suited to medium, Long, and point-blank range. I would have trouble aiming my pistol at short range, and my double barrel was not suited for that environment. A pump shotgun would be suitable for short range, but that was a lot of weight and commitment for something I would instead use traps to cover.
My mind kept going to the build that I wanted to make, now playing this game for a couple of days in reality. I didn't want to be a close-range battler. I wanted to be a trapper and artisan. Traps that would kill me before I had to engage in that range were where I wanted to be and planning out something different would be against what I was planning. But that wouldn't change that having a Shotgun as a sort of trench blaster wouldn't be remarkably useful.
I felt like I was at a crossroads before I realized that I had an assault rifle that I could attach a short-range solution to. I took my assault rifle off my shoulder, looked at the gun, and saw that I could easily attach a small attachment. I could put a grenade launcher on there, which would have serious utility in many different engagements. Smoke to obscure traps? Emp grenades? Anti-Shield grenades? There were probably many solutions I could implement to my ability to fight.
I tipped my chair back and realized that the grenade launcher would be better than the shotgun for utility and playing with my traps. I could even use it to activate traps that otherwise wouldn't be activated. There were a lot of issues with each solution, but everything seemed to come back to one or two solutions.
The first solution I could go with brute force and become more battle oriented, where I was the one shooting. I would pick up a pump shotgun, and I could mix the ammunition in it or the same with the twisting magazines with a shot of four different types shot out quickly. It was a brute-force solution with no finesse. Sometimes a brute-force solution was better if you had no information.
The second solution was to go the way that I intended to go. Pick up or make a personalized grenade launcher for both utility and explosive. This would allow me to work on more personalized and finesse solutions that would play others into traps. If you are hiding in a corner, here is a grenade for you. You wouldn't know if it was explosive or anything before it blew up and released its package. I could make them poison or many other things that would make enemies react to them and potentially get them killed in traps.
Overall that would still leave me with the point-blank issues, but the traps and other things were to stop that. Plus, something about luring someone into a booby trap or mine sounded like a lot of fun. At this point, I felt like I was almost going for a meme build instead of a good build. Sure, some meme builds were good, but they were mostly niche and up to the player to execute them properly.
It seemed as I looked at my weapons and was lost in thought everything seemed down to how confident I was of my build. The problem was that I wasn't confident in it at all. When I had time to plan, I could take on much larger forces because of the traps. I couldn't help but think about my first fights in this world and how luring others out went much better for me than when I was surprised.
Oxrock, I didn't lure at all. He approached me, and I had no traps ready for him. I shot him, hoping for a one-shot kill, which I didn't get. There laid another significant problem. My aim wasn't great, and I wasn't always going to land that killing blow in the first shot; the one time I tried that strategy, I was almost killed. Someone else may be able to play this game with that as a strategy, but I couldn't.
So should I make my strategy a one-shot kill strategy? Oxrock told me that there were better solutions than this, as did all my earlier fights. A one-shot kill strategy would not be suitable for the pro scene too. People would make solutions to fight you, and that strategy wasn't very flexible.
Should I go with the Brute force strategy? Well, to be honest with myself, there was nothing stopping me from making some guns to help with this when I needed it. Not all the time was I going to have the information needed to adopt an approach where it was needed. Or there would be times I would not have time to set up the traps needed to fight normally. So it would make sense to come up with some sort of brute force solution in case that happened.
For my main build, though?
My mind centered back on making traps and explosives for it, and a thrill went through me as I thought about luring others into the traps. There was something so sadistically fun about the thought of using other people's mindsets against them. Trapping and changing things up in a way where they would never know what I was going to do next sounded like fun. It might not work, but I still thought it was the best for me with the character that I created.
Now instead of questioning my plan, I made the critical decision. This was a Tutorial, and if I failed this build in the tutorial, I would abandon it. If I passed the Tutorial with this plan, I would enter the main universe and eventually the Pro leagues with this build. That was my promise to myself so I would stop doubting this build.
Now, How to build it?
My smile grew confident as I started to think along these lines, and I couldn't help but wonder more about what the game world had to offer to make it better. I pulled out a tablet, went to the shopping section, and began searching.