PoZe Posted February 6, 2019 Posted February 6, 2019 (edited) As the title said, each rig module will have a category. Each RIG will be able to have specific categories installed. All antag/admin rigs will have full access. Idea of @Arrow768. PR link https://github.com/Aurorastation/Aurora.3/pull/6032 Full list of stuff: RIGS re-balance: ERT rig armour change: commander: melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 security: melee = 65, bullet = 55, laser = 40, energy = 15, bomb = 30, bio = 100, rad = 80 medical: melee = 55, bullet = 45, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 engineering: melee = 55, bullet = 45, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 100 Other Rigs changes: Industrial rig slowdown will be decreased from 3 to 2. Medical rig slowdown will be decreased from 1 to 0 Rigs will be able to be hacked for ID access now or in future Rigs will be able to be ordered by cargo Rig will be able to be made by RND in future PR RIG modules rework: Modules categories are: general: maneuvering jets, IIS module, actuators, sign fabricator, matter decompiler, cleaner grenade launcher, cooling unit, pen, stamp, paper dispenser, hardsuit visors such as mesons, material, individually or combined sometimes. light combat: flash, energy gun, taser, thermal visor, night visor, sechug visor. heavy combat: grenade launcher, mounted laser/cannon, combat actuators, (combat) chemical dispenser. medical: medical visor, medical chem injector, medical health scanner. utility: any kind of drills, mounted plasma cutter, mounted thermal drill, ore scanner, anomaly scanner, RCD. special: metal stars fabricator, datajack, electrowarfare module, power sink, stealth field, teleporter(blink), energy net, self destruct, emp shielding, emergency power generator, emag hand, voice synthesizer, ninja chemical dispenser, all-in-one visor. vaurca: vaurca chemical dispenser, burrowing lasers, neural lattice RIGs supporting categories: ERT rigs are more specialized. ERT security rig can only have "general", "light combat", "heavy combat", "special" modules. ERT medical rig can only have "general", "light combat", "heavy combat", "special", "medical" modules. ERT engineering rig can only have "general", "light combat", "heavy combat", "special", "utility" modules. ERT command rig can accept any modules. Every RIG can support general category Every RIG that supports heavy combat will also support light combat HAPT, ninja, merc, terminator RIGs can accept any modules. Varuca Rigs can only accept "general", "light combat", "heavy combat", "special", "vaurca" modules TCFL rigs can only accept "general", "light combat", "heavy combat", "special", "medical", "utility" modules Other rigs can accept modules as category suggests. Medical - general and medical. CE/EVA/Industrial RIGs - general, utility. AMI - general, utility. hazard hardsuit - general, light combat, and heavy combat. Hacker and stealth RIGs - general, light combat combat, special modules Edited February 7, 2019 by PoZe
geeves Posted February 6, 2019 Posted February 6, 2019 please implement a way to override the module limit in the current PR, be it via hacking or physical jury-rigging
Snakebittenn Posted February 6, 2019 Posted February 6, 2019 I'm only in support of this if RIGs are made producable. Otherwise, the station gets exactly 3 choices if they don't hack the vault. This is incredibly limited.
Arrow768 Posted February 6, 2019 Posted February 6, 2019 4 minutes ago, geeves said: please implement a way to override the module limit in the current PR, be it via hacking or physical jury-rigging The point of it is, that you do not have medical or engineering rigs running around with heavy combat gear such as laser cannons. If you wish to use a rig with a laser canon, you will have to acquire one that is capable of using heavy combat modules. 5 minutes ago, ParadoxSpace said: I'm only in support of this if RIGs are made producable. Otherwise, the station gets exactly 3 choices if they don't hack the vault. This is incredibly limited. It is easy enough to make them available via cargo.
PoZe Posted February 7, 2019 Author Posted February 7, 2019 I have updated name and description, please check again.
LordFowl Posted February 7, 2019 Posted February 7, 2019 This PR is a poor solution to a problem that doesn't really exist. RIGs are meant to be versatile - this should be obvious by the fact that they replace your backpack. Arbitrarily restricting RIGs to a certain catalog of pre-approved modules is utter nonsense. A more suitable restriction to RIGs would simply be adding a limit to how many modules they can have, without restricting what kind of modules those are.
kyres1 Posted February 7, 2019 Posted February 7, 2019 4 hours ago, Arrow768 said: The point of it is, that you do not have medical or engineering rigs running around with heavy combat gear such as laser cannons. If you wish to use a rig with a laser canon, you will have to acquire one that is capable of using heavy combat modules. It is easy enough to make them available via cargo. give robotics more stuff to do by allowing them to make the rarely seen EVA/combat rigs maybe?
Itanimulli Posted February 7, 2019 Posted February 7, 2019 I can support this only if rigs can be made readily available. Taking away the sheer versatility rigs are SUPPOSED to have in the first place kind of defeats the point of having them. It's not like they're exactly numerous, either.
PoZe Posted February 7, 2019 Author Posted February 7, 2019 1 hour ago, Itanimulli said: I can support this only if rigs can be made readily available. Taking away the sheer versatility rigs are SUPPOSED to have in the first place kind of defeats the point of having them. It's not like they're exactly numerous, either. It says in the updated description that RIG will be available in cargo and that in the future RND will also be able to make them.
ben10083 Posted February 7, 2019 Posted February 7, 2019 5 hours ago, PoZe said: It says in the updated description that RIG will be available in cargo and that in the future RND will also be able to make them. Shouldn't it be robotics who can make them? They can already make RIG modules, so it makes far more sense for robotics to be building a robotics device
PoZe Posted February 7, 2019 Author Posted February 7, 2019 8 hours ago, ben10083 said: Shouldn't it be robotics who can make them? They can already make RIG modules, so it makes far more sense for robotics to be building a robotics device Like I said, RND in future will be able to make RIGs. In future PR, by RND I mean department as whole. But yes, I plan robotics to make them, and the process will be similar to building mechs
Itanimulli Posted February 8, 2019 Posted February 8, 2019 21 hours ago, PoZe said: Like I said, RND in future will be able to make RIGs. In future PR, by RND I mean department as whole. But yes, I plan robotics to make them, and the process will be similar to building mechs I mean I really don't want this to go through until that pr is also ready to go through. Or both in the same pr, if possible.
PoZe Posted February 8, 2019 Author Posted February 8, 2019 2 hours ago, Itanimulli said: I mean I really don't want this to go through until that pr is also ready to go through. Or both in the same pr, if possible. yeah, but that is not atomic at all. I will make another PR that will go through right after, possibly 3 days after this.
Itanimulli Posted February 14, 2019 Posted February 14, 2019 On 08/02/2019 at 16:02, PoZe said: yeah, but that is not atomic at all. I will make another PR that will go through right after, possibly 3 days after this. Fair enough.
VTCobaltblood Posted February 15, 2019 Posted February 15, 2019 Why not merge RIG production first, then this?
PoZe Posted March 6, 2019 Author Posted March 6, 2019 On 15/02/2019 at 07:23, VTCobaltblood said: Why not merge RIG production first, then this? Because I did make it at a time. PR is posted, currently WIP but I am almost finished. Just need sprites from Kyres. https://github.com/Aurorastation/Aurora.3/pull/6120
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