i stuck inside the concept a little bit...
i guess it happens because i choose one of the most complicated model in trem, as it has to be able to wield any weapons possible, so if i want to plan the hand, i'll have to keep it's structure in mind when redesigning all the weapons...
so i arrived to the idea that the weapons should also be a little bit more "custom" than the present ingame models. for this reason, probably i will change to plan weapons first.
and at the same time, i just didn't find any reason why a battlesuit shouldn't handle two weapons at once... as the game model is clearly designed for two... <.< well, the only reason i could guess is that the other hand is for launching grenades (the thing i really miss from trem after a dozen of finishing Q2). so in my world, the BS should take max 5 nades at once (which can be fired to a longer range) , but with strictly reduced ammo capacity. balancing it, i'll plan a kind of slow hyperblaster, better called tripleblaster (as well as a triple shotgun).
i'm planning trem's human "army" as a kind of quickly and badly equipped bastards, who's weapons are rapidly redesigned from "mining devices". for example, i imagined the painsaw as a hacked part of a telenode (kind of "negaport") - what would cause unregeneratable (what a beautyful word) damage to aliens.
theese kind of overstoned ideas could possibly explain ingame mechanics in a funny way, if i can ever manage to illustrate them well.
i also started to read supertanker's stories, but i didn'T finish it yet. still, i found some serious differences between our concepts of trem universe which i don't think we could ever give up for each others :-) but let's see after reading it all.
now back to pitstop :-)