Jump to content

Exoskeletons


SampleTex

Recommended Posts

Posted

Exoskeletons would be something that is believable on the station. They could serve as a the way to access hardsuit modules without having to wear an actual hardsuit. They'd probably more comfortable to wear as well, but by no means something you wear 24/7 (and of course, not safe to EVA in and too big to wear a hardsuit with). There could also be things they can do that hardsuit modules can not,  and depending on the suit either buff movement speed or not effect it.
Examples could be: 
Engineering's exoskeleton equipped with tools, fire fighting equipment, electrical shock resistance/immunity, welding mask/gas mask, and lights.
Medical's exoskeleton equipped with a roller bed compartment, chemical storage with syringe (which needs to be refilled by the paramedic), health hud, movement speed buff, and health scanner.
Science's exoskeleton could be used for developing/testing new exoskeleton parts, modifications, improvements and upgrades.
Security's exoskeleton could have a built in warrant projector, MINOR armor boost (same as armor vest at most), taser, stun baton, and when cyborg crisis mode has been activated, maybe a laser gun.
Cargo's exoskeleton could have a bounty scanner, crate storage (carry it on the back of the exoskeleton), remote shuttle interface, and ability to charge people for their cargo orders.
The exoskeletons could be charged at mech chargers or with an APC (with chance of electrocution), would probably have a standard battery cell unless upgraded by a roboticist, and would probably use less energy than a mech suit.The possibility of having them fold up when not in use for easier transportation, just too big to fit in a bag but still allows someone to carry it from the raider/merc ship on station. They'd probably be able to stand by themselves, in addition to allowing someone with a broken leg to support themselves much like some of the hardsuits do.
There could also be different kinds of exoskeletons much like there are mechs, possibly including a "homemade" one featuring spikes and other various sharp things in place of their blood red suit to stand out, mercenaries could possibly order one (probably increased mobility and armor). Pushing past someone wearing one might be harder to do, and of course, hitting someone with an exoskeleton on will hurt more than if you just punch them in the face.

Now where would we get such things if they were added to the game? Why, the roboticist. Not only will it give them more things to do, it will allow them to construct useful pieces of equipment without the massive cost of resources it takes to build a mech. It could probably without research or with the ability to get relevant research themselves by toying around with an experimental exoskeleton (maybe specific tasks need to be done while wearing the suit to get points). The experimental exoskeleton would either be available at round start in the robotics lab or able to be built at round start. Robotics will have more ways to contribute to the station, from fixing exoskeletons to building new ones for the departments.

exoskeleton.jpg

Posted

Cargo and science exoskeletons sound unneeded. Make the printable robotics one blank and allow any modules to be slotted on it instead of boldly declaring a simple blank as Science Exoskeleton(tm)
For a thing scientists would actually wear, though, it would be neat to test guns while in these for surge (which is basically shock) and recoil protection. Might also be useful in xenobio.
I think that these not being available at roundstart would also make roboticists much more popular. It would be just like 99% things RnD does - a significant upgrade if the roboticist knows how to do their job, but absolutely not necessary for a department to function.

Posted

There needs to be an exoskeleton master controller either in the RD’s office or CE’s office. Because NT is in no way gonna let those things run around unmonitored and uncontrollable.

Posted (edited)
1 hour ago, VTCobaltblood said:

For a thing scientists would actually wear, though, it would be neat to test guns while in these for surge (which is basically shock) and recoil protection. Might also be useful in xenobio.

That's basically what I was thinking, blank exoskeletons for science, with upgrades that could help with those things (recoil dampeners, grounding rods/engineerings resistance to shock)

As for the slimes, emergency water sprinklers or slime containment tubes.

Edited by Simon_the_miner
Submitted too early/wasn't finished
Posted (edited)

Just call them blank exoskeletons, not science exoskeletons. Instead of giving everyone exoskeletons at roundstart, leave only blank exoskeletons printable at robotics and allow mounting the modules you've described in the original post, with maybe a limit considering which blank you pick, with 2 modules being able to be mounted on a default one which requires no research, and like 4-5 modules mountable on an advanced one? 6-7 on antag exoskeleton, pick modules from uplink?
oh and paintjobs. printable paintjob kits, of course.

Edited by VTCobaltblood
Posted
30 minutes ago, VTCobaltblood said:

Just call them blank exoskeletons, not science exoskeletons. Instead of giving everyone exoskeletons at roundstart, leave only blank exoskeletons printable at robotics and allow mounting the modules you've described in the original post, with maybe a limit considering which blank you pick, with 2 modules being able to be mounted on a default one which requires no research, and like 4-5 modules mountable on an advanced one? 6-7 on antag exoskeleton, pick modules from uplink?
oh and paintjobs. printable paintjob kits, of course.

Hell thats a better idea than what I had, people would need to decide if robotics can do the research for Exoskeletons themselves or if RnD is needed

Posted (edited)

I implied that RnD does the research, yeah. Something like 5 power 6 materials 4 data theory 5 combat to get advanced exoskeleton chassi available? No materials needed, but implies a fully finished roundstart with the scientist knowing what they're doing. Would also show up later than mechs.

Edited by VTCobaltblood
Posted
3 minutes ago, Simon_the_miner said:

@BurgerBB

Your probably one of the best code monkeys we have/I know, I'm curious as to how hard it would be to make something like this happen

I mean it's entirely possible but it's a lot of work. Sprites and code included.

Basically you're implementing Mech Code 2: Electric Boogaloo and Rig Code 3: Boogaloo Returns into one giant spin off. I don't know if anyone would pick this project up.

Posted
6 minutes ago, BurgerBB said:

I mean it's entirely possible but it's a lot of work. Sprites and code included.

Basically you're implementing Mech Code 2: Electric Boogaloo and Rig Code 3: Boogaloo Returns into one giant spin off. I don't know if anyone would pick this project up.

I'd be willing to help out with the spriting of everything

Posted

I for one think i can be of assitance with sprites. Esspecially if these are all one peice. They'd just be nifty voidsuits with no helmet.

 

Or, like, someone can tell me what is wanted.

  • Gem locked this topic
Guest
This topic is now closed to further replies.
×
×
  • Create New...