SomeoneOutTher3 Posted March 15, 2017 Posted March 15, 2017 I came up with this idea a couple days ago. The point of this new item which I will describe below is to give traitors a tool that can be used to sabotage station equipment and cause damage in ways other than murdering anything that moves. I present: The Saboteur Kit Coming Never This is an item that would cost anywhere from 9 telecrystals to a traitor's entire supply, whatever it may be. The item(s) has six or so uses for machinery on the station. Depending on the type of machinery, a varying number of uses is consumed when the kit is used.Depending on the specific machinery sabotaged by the kit, the function of the machine is altered permanently unless it is removed from the machine, as well as giving the user total control over the machine that has been rigged. The traitor that bought the kit also gets a laptop with the ability to control the machinery that has been rigged and its functions. Using the laptop will allow the owner to toggle the functions of hijacked machinery on and off, gain vision of the area around the rigged machinery, and whatever else people may come up with. The kit itself, which is what will be used for sabotage, would grant the affected machinery a variety of new functions. To use, simply use a screwdriver on the machine and then use the kit on it. The kit can be removed by using a screwdriver on the machine, and then a multitool. Each kit will automatically give the affected machinery the following functions,as well as control from the aforementioned laptop: Hidden Item: This allows the traitor to insert an item into the rigged machinery. When the function is toggled on via the laptop, the machine will use the item on whoever tries to interact with it. The item can be switched at any time by using a screwdriver on the machine, followed by clicking it with an empty hand. If the hidden item is a gun, the machine will shoot the gun at whoever tries to interact with it. If the item is a syringe, then whoever interacts with the machine will be injected with it if he/she does not back away quick enough. If the item is a grenade, the grenade will be activated and thrown. If the item is a melee weapon, then whoever interacts with the machine will get attacked by it. Obviously, those things would be VERY noticeable. TTV bombs can also be hidden, but they can only be hidden within large machinery. Hidden Camera Allows the person controlling the rigged machinery to use it to gain vision of the area around it. Self-Destruct: Causes the rigged machine to detonate,destroying both the kit and the machine. Also produces shrapnel, with the force of the explosion and amount of shrapnel depending on the machinery in question. In the case of vendors, the amount of shrapnel generated by the explosion will scale with the amount of items that were in the vendor at the time. If a chemical dispenser is rigged, it will spray the surrounding tiles, and whoever is unfortunate enough to be near when it does, with the contents of the dispenser. Total Control: Allows the hacker complete control of the machine, bypasses access requirements. Special Function: Each machine will have at least one of these. The exact function depends on the machine. Here are some special functions for machinery that I came up with off the top of my head: Recharger: Overcharge Weapon: Overcharges the weapon that was placed into it, causing the weapon to be destroyed in a small explosion if it is ever fired. The explosion produces some shrapnel and sets the shooter on fire. May blow off a hand or two. In the case of ion rifles, the rifle will also generate an EMP. EMP: Exactly what it implies. The recharger can be made to emit an EMP. Vendor: Nasty Surprise: Chops off the hand of anyone that tries to use the vendor if the function is toggled on. Shock: Shocks anyone that uses the vendor. APC: Overload: Drains all power from the APC to explode a machine within its area. Shock: Dumps all power within into shocking whoever tries to use it or walks within 1 tile of it. EMP: Creates an EMP. Scales with amount of power stored. SMES: Same abilities as APC, but the shock, EMP, and overload are much more powerful. Grid Check: Forces a station-wide grid-check, but disables the saboteur machine for 10 minutes. At the end of the check, the anomalous SMES will be revealed to the entire crew. Jukebox: Override:Allows the hacker to read WGW and other atrocities use the jukebox to speak to those nearby. Can also disguise the hacker's voice. Deafen: Does the same thing as Emagging the jukebox would. Computers: Hijack: Allows the user to modify the programs on the computer and data contained within. For instance, modify the readings of the suit sensor monitor program, or give fake data about the power levels on the SMES units. Surgery Table: Restrain: Deploys clamps which keep whoever is on the table pinned down to it. Impossible to resist out of. The victim can be saved by using a wrench on the table five times when the restrain ability is active. The wrench will permanently deactivate this ability. Strangle: A piece of garrote is deployed, which begins strangling the victim. Takes the same amount of time to kill as a kill grab would. The victim can be saved if wirecutters are used on the table. If wirecut, this ability will be disabled permanently. Surgery: Allows the hacker to do surgery remotely. This requires a surgery kit to be installed as a hidden item, and only the tools within that kit will be usable. Can be disabled with a screwdriver. Body Scanner: Forge Results: Allows the hacker to modify the all the data presented by the body scanner. A fake result can be prepared in advance to be used when a patient is scanned, so as to avoid wasting time. Restrain: Locks the victim inside. Can be disabled with a wrench. Sleeper: Restrain: Same as above. Expanded Variety: Allows other chemicals to be injected into the victim,good or bad. Exsanguinate: Rapidly draws blood from the victim. Can be stopped by using a screwdriver. Chem Dispenser: Mislabel: Allows the hacker to change the labels on the cartridges. Chemicals that get dispensed from the cartridges would also be labelled with the fake names. Cloner: Gib: Obvious. Leaves the brain intact. Cryocells: Restrain: Same as above. Various bots: Control the bot. In the case of medbots, will allow the hacker to cause the bot to synthesize and inject people with chemicals of his/her choice. Does not synthesize chemicals requiring phoron. In the case of the ED bot, allows the hacker to toggle the taser between stun and lethal, as well as make it pursue specific individuals. Cyborg Recharger: Subversion: Emags whatever synthetics happen to come inside,slaving them to the hacker. In the case of multiple traitors rigging the machine, the synthetic will be slaved to whichever hijacked the machine first. Borgification: Allows non-synthetics to be placed inside, but they must be restrained or unconscious. Once inside, they will slowly be converted into a cyborg, while giving plenty of indication that something is wrong. The cyborg charger will also take metal to do so. Due to being so powerful, 4 uses of the saboteur kit have to be expended on a charger. Autolathe and Protolathe: Dismemberment: Chops the hand off of anyone that attempts to use the machine. Self-Destruct: Explodes,generating shrapnel. The amount of shrapnel generated depends on the amount of resources inside. In the case of the Protolathe, uranium would make the shrapnel give minor radiation damage. Destructive Analyzer: Compact Recycler: Allows items that would normally not be allowed inside to be deconstructed. Dismember: Same as above. Suit Storage Unit: Irradiate: Blasts those nearby, or perhaps those targetted by whoever is controlling the machine, with a dose of radiation. If the machine has been modified to emit lethal radiation, it will deal more damage to the target in addition to causing burns. The self-destruct ability will cause the amount of shrapnel generated to vary with the number of suit components inside. Turret: Override: Gives the hacker full control of the turret and causes it to be independent from the turret control that it was linked up to. Borgs: Subvert: Emags the borg, gives it a module change. Xenoarchaeology Mass Spectrometer: Irradiate: Blasts those nearby with a dose of radiation, the exact amount depending on how much radiation the spectrometer is emitting. Virus Grower: Irradiate: Same as above. Containment Breach: Infects those nearby and without protective gear with whatever virus was inside the machine. The self-destruct ability generates shrapnel. If the shrapnel hits anybody and pierces the clothing, that person will become infected with a virus. The same applies to the other virology machinery.
Scheveningen Posted March 15, 2017 Posted March 15, 2017 Only if it spraytans the skin of anyone that buys it with a "look at me, I'm a twit" toned bright pink. It's not like we already have too many traitor items that turn anyone to swiss cheese just by using them.
SomeoneOutTher3 Posted March 15, 2017 Author Posted March 15, 2017 Sounds like a super OP version of the emag. Â It is, but it is much more expensive and has less uses than the E-Mag. If one of the special functions of a machine is triggered, it would be quite noticeable that something is very,very wrong with the machinery. Â Only if it spraytans the skin of anyone that buys it with a "look at me, I'm a twit" toned bright pink. It's not like we already have too many traitor items that turn anyone to swiss cheese just by using them. Â The issue of the item being too stealthy can be fixed. If an engineer manages to extract the kit from a rigged machine, a function could be added whereby disassembling it by using screwdriver,crowbar,screwdriver, multitool on it would extract the kit's circuitboard, and potentially allow tracing it to the owner. Whoever it is traced to will have a lot of explaining to do as to why the control computer for a machine that sabotages station equipment has been traced to him/her.Mind you, the process of rigging a machine would not be a stealthy one at all. If one is caught in the middle of it, it would already be very suspicious. The ability to get physical contact with the machine would be needed to sabotage it. Most of the time, people will take note of someone opening the panel of a fully functional vendor or computer and putting a strange device inside. High-risk, high-reward.
Nanako Posted March 17, 2017 Posted March 17, 2017 This is clearly a labour of love for you, but in this case thats not a good thing. This much effort, attention, and sheer quantity of features built into a single item, isn't likely to happen. A piece of traitor gear simply doesnt deserve this much work. Ive seen shorter posts used to design new gamemodes and departments. That unique special function for each machine is not going to happen. Most of these other features i feel, could perhaps be implemented as enhancements on the emag. Have you thought about directing your attention at the existing electromagnetic card? Its our defacto thing for assisted hacking.
LordFowl Posted April 16, 2017 Posted April 16, 2017 This is far too similar to the e-mag, but more overpowered. The emag could possibly do with an improvement, but not like this. Voting for dismissal.
Arrow768 Posted April 16, 2017 Posted April 16, 2017 Some of these features, especially the computer related stuff will be implemented with the IT update. But other than that I agree with lordfowl and second the dismissal
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