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Unique-ish Hardsuit modules


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Posted

because not only would i like to be boba fett but it would be nice to see some hardsuit modules get some usage over picking a laser cannon every single time


Tickblast LH-9 Wrist-Launcher

7TC in uplink

Active: 1000 energy

Secondary active: 500 energy


Fires a cleverly designed embedding projectile with a compressed microexplosive. Intended to impact with a target, breach through the exposed epidermis and inject the microexplosive into a potential adversary. Reactivation causes a pulse signal from the launcher device to the microexplosive embedded within an organic. Due to issues regarding software limitation, activating the microexplosive requires the user to be within an acceptable range to detonate the microexplosive. Mechanically causes a 0/2/3 explosion.


Subspace Panic-generator

5TC in uplink

Active: 2000 energy

Secondary active: 5000 energy


Mounted on a shoulder support hardpoint. Upon interfacing and activation, creates a wormhole anomaly at a specified location. Any entity that steps into the wormhole will be randomly teleported not unlike a typical yet uncommon wormhole produced by gravisphere disturbances. Secondary activation creates multiple yet randomly placed wormholes around the operator. WARNING: Wormholes possess the capability to shift position automatically. Be slow, cautious and wary of such anomalies.


Jump Pack

3TC in uplink (or researched)

Active: None, requires 2 filled gas tanks (oxygen, normally, to avoid unwanted pollution)


A unique Frontier design with greater emphasis on short bursts of speed and manueverability to disorient and outrun pursuers. Generally increased short-term mobility over the standard jetpack. With a jump-pack activated, an operator may middle click towards a tile to be quickly repositioned to the area at the cost of varying portions of gas contents, depending on the distribution pressure set. Modifying the maximum amount of percentage of gas used will allow for more economic operators to carefully gauge and calculate the amount of gas used in jump-packing. Note that continuous usage will cause the gas tanks integrated in the jump-pack to start overheating. Gas contents over 600K will begin to melt the central power reactor cell, and the chemicals within the reactor upon reaching a set heat interval will violently explode and may cause lethal damage to the user. Thus, it is best to mediate and moderate the usage of the jump-pack. Operators may also opt to use more cooled mixtures at the price of lowered efficiency, though most would prefer safety over speed. The less gas density, the less pressure used to cause a burst of speed. The more gas density and temperature, the farther and faster a jump-packer will go. In the event of either the tanks becoming underpressure or even overpressure, the jump-pack is programmed to manually eject the gas tanks. Due to safety designs, it is impossible to connect a mask to the jump-pack. Spacefarers must use an oxygen tank in their suit storage or a pocket emergency tank instead for air.

Posted

I can't agree with the first two, simply for Antag Griff reasons. You just KNOW they're gonna get abused and people are gonna claim "why have it if I can't use it?"


The Explosive Injector is just another way to gibb people without much warning. The wormhole generator? I don't really think I need to explain my reasoning, because that sounds like it could backfire on the operator as often as it would be useful.


As for the jump packs, isn't that what we've already got jetpacks for?


I see no reason to support any of these ideas.

Posted

As for the jump packs, isn't that what we've already got jetpacks for?

 

I think what he's referring to here is a module that would allow you to 'dash' across several tiles in one quick movement, on solid footing, perhaps 4 tiles ahead in whatever direction you're facing. Not act as an EVA jetpack. (We already have the maneuvering jets module to serve this purpose.)

Posted

Why not just introduce Boba Fett as a playable character.

Posted
I can't agree with the first two, simply for Antag Griff reasons. You just KNOW they're gonna get abused and people are gonna claim "why have it if I can't use it?"


The Explosive Injector is just another way to gibb people without much warning. The wormhole generator? I don't really think I need to explain my reasoning, because that sounds like it could backfire on the operator as often as it would be useful.


As for the jump packs, isn't that what we've already got jetpacks for?


I see no reason to support any of these ideas.

 

The tickblast isn't a ranged version of the explosive implant. Effectively, it's like a bullet that embeds, injects a microexplosive into you that causes significiant explosion damage when remotely detonated. Wearing a hardsuit or any sort of thing that would deflect a bullet-sized syringe effectively negates it. Gotta have either skin or minimal clothing protection. It doesn't gib, it just asplodes. Can allow for interesting hostage situations that don't cause immediate gibbing or whichever. E.g., I prick you with it from long range, and now I tell you to drop your gun otherwise I blow you and your surrounding sec team up and put you into crit. Requires that someone have exposed skin, though, armor would deflect it and make the shot pointless.


Wormhole generator is just for fun. I don't really think we need to have traitor items that are 100% good at doing one thing and then nothing else. RNG is fun, and when people pick something outside of the meta and try to make it useful they can inflict bad times upon their opponents. I personally don't see why not.


Also, what Serv said. Jump-packs are effectively jetpacks that dash you forward select distances. Should've also mentioned that jump-packing anywhere (even in spess) increases your velocity like as if you were being thrown like an item.

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