Midaychi
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Everything posted by Midaychi
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Not to interrupt this fanciful line of questioning but the maker/'maintainer' of IPC is Zuhayr over at bay and our implementation is just ponies porting their code over. The reason that development has stopped for the most part seems to be the implementation. I think they actually intend to fix up IPC someday, part of a robotics and general station overhaul that's something vaguely similar to this OP. Biggest gate seems to be lots of things to do and only one Zuhayr.
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Wow you read that wrong. No I'm basically saying to make a generic master class /mob/robotics that handles the roof code like frameworks and tools and parts, huds, and also extend /mob/carbon limb mechanics a bit while making modifications. Then make all these all children that run off the same unified code, with their part specifics and additional hud buttons defined in their child code. Ipc basically no longer is a snowflake carbon mob with silly mechanics, and instead is a child of unified robotics code with a lighter chassis to choose from and a few forms of locomotion.
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Baystation 12 actually removed hydroponics and moved it to the science area near xenobiology, and added a xenoflora job. They now have a garden that the public has access to, next to the kitchen, and a gardener job+the chef has their own foothold in it.
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Additional suggestion for Tiny/Light/Medium frames: More modularity, less modules. Basically, make the function of the construct entirely dependant on what limbs and locomotion you give it. The circuits for tiny frames would only be to determine the ai type and access levels of the finished bot. Ie: Build a tred-having tiny bot with a fireman circuit, a medical limb and a firefighting limb. Have a bot that has the fireman circuit access level and AI, treds that have it move slower than normal but give it superior resistance to pressure differentials and gusts, and be able to medicate living beings while prioritizing fire-fighting. Or, for a light cyborg, give them a hover system and both variants of security arms. It has full access to the wide range of security tools and can hover around at a decent clip, and can even handle no-gravity events, but has severe trouble dealing with getting knocked over by strong pressure differentials or malicious crew. That kind of stuff. Would have to remove the choice to not get synced with the AI/lawset though
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Tl;Dr: A stupid idea that'll never get implemented, but I'm posting about anyways. Robotics is a bit of an interesting mess; There are little dumb bots that have their own ancient construction methods, and cyborgs that have their own set of snowflake stuff, and even more the exosuits that try to replicate cyborg construction on some level but really don't. Then there's IPC, which are kind of silly and only partially implemented humanoids with resistance to limb-halloss. Note: if any of the following resembles goon's cyborg implementation in some way, you're probably right. The plan: Everything is essentially cyborgs. Construction moves to a frame and limb based system, and comes in tiers. Limbs can be all sorts of things, but let's just start with your normal cyborg limbs. We can add chainsaw arms later. All those silly exosuit interface or robotic interface or whatever is now moved to the hud in the form of handy dandy buttons and made standardized. Cyborg charging bays are removed. Functionality is now moved to the mech charging bays. Stand on them to be recharged. As a mob, all cyborgs are moved to use the same limb system as humans in a way. They can take damage, be severed, need repairs, and can be replaced. Internal damage would be represented by needing wire replacement or nanoglue like always. All constructs consist of some sort of locomotion mounted on the bottom of the chest, some form of arm or arm-like appendages, a chest, and a head of some sort. Cyborgs are no longer immune to pressure/heat/whatever and require special radiator upgrades to function in such environments without overheating (Mining and Construction come with this standard). To balance, cyborgs have the ability to heal to some minor extent from taking overheating damage, as long as they return to a safe environment before permanent damage is done. The smaller the frame, the more susceptible to halloss/stun/lethal damage they are. Tiny bots can be stopped dead with a taser bolt, while a heavy power armor would shrug it off. Exosuits become Power armor, and are essentially large clunky cyborgs that either have a pilot or an MMI/positron. Their functionality is based on what limbs and locomotion they have, and exosuit modules that aren't weapons/tools get standardized into Large/Heavy tier upgrades instead. The exception is misc stuff like exosuit tracking beacons, which can be installed on any of the tiers and constitute a free slot. The tiers: A) Tiny frames are mostly made of plastic and glass, and generally are for spiderbot-sized constructs as well as unmanned constructs like medbots or floorbots. You start with the frame, add a tiny tier chest, a tiny tier locomotion of some sort, tiny tier appendages of some sort, and a tiny tier head of some sort. (you get the picture). This construct can then be initialized, either by: 1) inserting the proper module (ie, medbot circuit) and then giving it the appropriate tools, unmanned bots are automated. (yes this means medbots would have limb(s) but also you could do silly things like give it treds or a hover unit or something) 2) Inserting a mmi or positron, which turns it into a spiderbot-sized cyborg and gives it a cyborg interface. It can go module-less which basically gives it the same functionality as a current spiderbot, or it can take a module which slaves it to the AI and gives it access to cyborg things. Tiny frame has 0 slots for upgrades or additional parts, has a slot for the positron/mmi OR circuitboard, has a slot for a battery, and has standardized unified wire-hacking datum. B) Light and Medium tiers. Light is made of composites of glass/metal/plastic while Medium is more your standard metal casing. Construction is the same as the previous tier, except using the appropriate sized parts. Exception: Can only build automated bots in the tiny tier. The construct can then be initialized by: 1) Inserting a positron or mmi and leaving the construct to choose a module, which gives it a cyborg interface. If a module is chosen, they are slaved to the AI(s)/laws and given all the cyborg fun stuff like . 2) Inserting a positron or MMI and then also installing an IPC circuit board. If the construct chooses IPC as a module, its cyborg interface is removed and replaced with the standard humanoid hud and they are given access to hands and wearing things, and their sprite changes to the IPC chassis. This locks them out of receiving upgrades or choosing other modules, however, but their limbs can still be replaced like a cyborg's and functionally are the same. Light and medium frames have 1 and 2 slots for upgrades or additional parts respectively, has a slot for the positron/mmi, has a slot for a battery, and has standardized unified wire-hacking datum. C) Large and Heavy teirs - Made of metal/plasteel composites or composites of just straight up rare materials. Construction is the same as the previous tier, except using the appropriate sized parts. Exception: Can only build IPC/standard cyborgs in the light/medium tier. Large and Heavy are effectively power armor. The construct can then be initialized by: 1) Finishing the construct; creating an empty shell with a pilot's seat. Riding the construct replaces your hud with the unified cyborg hud tailored to power armor, and ejecting gives you your standard hud back. 2) Inserting a positron/MMI, etc etc. Large and Heavy frames have 3-5 (or whatever's balanced) slots for upgrades or additional parts respectively, has a slot for the positron/mmi, has a slot for a battery, has a slot for an ID card, and has standardized unified wire-hacking datum. Additional possible suggestions: - for large/heavy tier that's probably stupid: Modules. Slaves them to AI(s)/Lawset and gives access and stuff but also basically turns you into a giant cyborg. Using the vertical mining drills? Pah I *AM* a vertical mining drill *Deploys anchors, whirrrrrr* - Medium/light cyborgs being able to don clothing/hats via the mech recharging bay, probably limited to items that don't obscure that they're cyborgs and don't interfere with their limbs (No wearing pants if you're a hover-borg) - Paint jobs. Hot Pink hellokitty power armor. Need I say more?
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You could give the chef one of those tagging devices and they could mail things. Or I guess just rely on cargo cooperating with you and disposal the pack for re-delivery.
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A request for containers of some sort. Made from cardboard; you can choose from a breakfast/lunch/dinner pack and a specialty catering pack. No real difference between them besides name and maybe sprites. They're essentially like pizza boxes, except they can hold any food and drink of a certain size or smaller and a set of utensils. Bonus points if you add sporks. You can put up to three or four food and drink items into it depending on their W.class and open/close it, as well as wrapped the closed variant in wrapping paper. Their purpose is just so you can put a few food items in a box and deliver them as one item. Useful for prisoners, medical patients, the captain, or just putting on the food table, and mostly for rp reasons than utility/game reasons. It would be nice if you can examine them when they're open and see the contents, and if there were an easy way to remove specific items from it without picking it up. Maybe the specialty pack's contents can be seen even when closed, so you can use it as a food display?
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Like everyone else said, we already have this and they're pretty balanced in requirements for making and for what you get out of it.
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I was honestly surprised that ponies even did the construction/clerical/sugery/paramedic cyborg modules. They seem to have a pretty major NO FUCKING WAY stance on new borgs. A virologist cyborg sounds like a terrible idea, considering that the job's only positive output is antigens and the CMO can easily do that if they're not a dipshit that thinks they're the most intelligent lifeform in the universe like usual. (I've only ever seriously seen the CMO go into virology as an antag.) ..And as seen on LLA, chemist borgs are rarely ever played except by people with innate knowledge of the chemistry system, and would mostly be used to annoy the chemists as well as spam death foam everywhere. I could see a virologist/chemist cyborg disguised as a paramedic module for traitors or malf though. Couldn't see a non-antag variant going over very well. Honestly we have plenty of Non-antag cyborg modules to fill every niche that needs filling. Maybe now we need disguised modules specifically for antag cyborgs? Illegal tech, or uplink, or just being able to choose the module if you have a law 0.
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you can also press X in wasd mode I think? One of the keys anyways.
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Pretty sure mousetrap mines are a gibbed LLA thing, which is why I proposed an improved variant here.
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So yeah, for all you tl;dr's basically a roleplay ninja. Also, one person does not speak for every person, and opinions are not as universal as we tend to think. Now that's out of the way, the idea: A thing that you can sign up for after spending an okish amount of karma in the karma shop. 5 is probably fine, 10 better. Just enough so you have to at least perform some good or interesting deed in some random dude's eyes to play. During the course of a normal round, the game will check if it's time to do a random event, and if so and it picks this particular event, it'll look to see if there's any dead non-ssd ghosts that qualify. It'll ask them if they want to spawn as one or pick them or whatever ends up working the best. The H&S Inspector (Health and safety) is fluffwise, a government worker tasked with making sure NanoTrasen is at least running a healthy and safe environment out here in fringe space (yeah right). They spawn on the centcom level in a wardrobe with some machines. They can customize their looks, their name, their job title, prepare and dress (in)appropriately. They can then 'latejoin' in their shuttleporter which sends them to arrivals and makes an arrivals announcement as if they were just a normal latejoiner. Obviously they can't join as a head or certain sensitive loyalty implanted personnel. They are permitted to do the job they've chosen to keep up the act/disguise if they wish, but are warned to stay out of station affairs as much as humanly possible. This includes dealing with antags; the agent should stay out of it and head for safety unless they don't have very many other options. They receive objectives to inspect the health and safety of specific work environments like the permabrig or engineering or whatnot, to survive and avoid being caught as being an undercover government official, and to submit a report if possible describing the favorable or unfavorable conditions present. A generic yay or nay is really all the game cares about and displays on the round end report favorably or unfavorably on the heads and crew. Their objectives specify 'under normal working conditions', so an exceptional event like a nuke ops attack or a wizard are to be taken with a grain of salt. They're still H&S violations, but you should be judging how well the station was prepared rather than the damaged caused. Admins and/or event crew can optionally provide additional human elements to this if they so wish. They have a cleverly concealed device that allows them to gather evidence and send it back. They can take covert digital photographs, plant spy bugs that they can remotely view through later, record just audio, scan documents, and record video (Basically a universal recorder but records actions around it as well as speech), and fill out digital forms regarding their objectives.. The device allows them to fax this evidence back to their home office. Mechanically, only filling out the digital forms really matters. The rest is all optional roleplay stuff that admins/eventmins can take advantage of if they want. Yes, no, blah, skree?
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We're all basically magnets.
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As a preface: Yes I'm aware this automates cargo, but it has to be set up beforehand and machines will never be as accurate or efficient as a carbo being who knows what they're doing. This is also based on hearing that baystation was thinking of doing away with supply points and moving entirely to a money fund, so this probably works a lot better if paradise does the same. First up: The database. A computer console and a server in or as an offshoot to the qm's office that he has access to. It contains information on scanned crates as well as their contents, and has various controls on how to handle it. How do you scan crates, though? The Database Scanner. A device similar to the mail tagger, but you use it on un-wrapped crates. It tags the crate with an identification number, and scans the contents into the database. Crates must then be left on those convenient yellow squares next to the conveyer belts or in the storage, or they are listed as awol on the database. When on the yellow indicators or in storage, the database will periodically re-scan tagged crates and update the contents if there are any changes. What's this useful for? Cargobot Smartpad: Those little yellow squares now are smart bots. They contain a scanner that can identify contents of crates above them, can pull crates ontop of themselves from the conveyer belt, and can nudge crates back onto the conveyer belt. They can also pop open crates momentarily and shove a specific item out onto the conveyer belt. Edit: Crates that are locked and not unlocked can only be manipulated by the smart pad as a whole crate and not their individual insides. Why? The vending machine. A large vending machine at the end of the conveyer belts embedded into the wall. People can walk up and use it to see contents of tagged crates that have been set to active on the database by the quartermaster or cargo techs. Cargotechs and Quartermasters can leave the items free to all, or they can alternatively set prices in credits on the items and define what access level is required to order each item. Money gained through this vending machine is payed into the supply fund. Edit: You can also lock the insides of crates from being bought and set a price on the entire crate as a unit instead. Edit 2: Crates that are locked and not unlocked can only be priced as an entire crate and not their individual insides. Unlock the crate to make it work normal and have individual items. Ordering an object will eject it from the crate if it's on the appropriate smart pad, and send it on its way to the vending machine via the conveyer belt. Obviously, if the conveyer belt is inactive or otherwise obstructed or in use, this will break down. Alternatively: Mulebots with their loading platform hacked can be assigned to the vending machine, and can be used to ferry the goods instead of the conveyer belt. Just amble up to the smartpad, open, load, run off to the vending machine. --- Further Ideas: Ability to set, when ordering crates from the console, if you want it mailed or delivered via mulebot, or a pickup. If mailed is set, the supply console will send cargotechs a pda message about the crate's mail status and destination if the crate is scanned into the database. If Mulebot is set, you will also have to define a delivery point. Cargotechs can inventory scan a crate and set it on a smartpad, and a mulebot will come by and pick it up and deliver it to the defined department. If pickup, then it'll just be like normal. Edit: Possibly also pda messages the person who ordered it that it's at the dock, when it's scanned into the database. Another idea: If someone tries to order an item that's id locked and they don't have the necessary id level equipped, they're shown a denied screen explaining that they were denied and why they were denied. Using an Emag on the vending machine when this screen is up will silently bypass the screen.
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Things to make actual forts or arenas with, pits and spiked walls to toss people into?
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Syringe gun can't splash on people, and the darts can hold reactions as well as reagents if you dip them on a cryostasis beaker unlike syringes, but yeah basically. An air-powered difficult to make ghetto syringe gun with a lot of preparation to the ammo. You'd need plastic sheets and a tank transfer valve somehow, so you'd actually have to put an effort into getting the parts. The valve % would determine the chances of the dart ammo succeeding probably, and having it lower than a certain % would give a fail chance to the paintballs. Use more air for better results basically, instead of like the pneumatic cannon where more air used = higher speed = higher damage. Non antag uses: Healing people from a distance, or using 1 unit of polytrinic in the paintball to melt their facemasks off and fill the rest of the paintball with condensed capsaicin for !!fun!! shots to the eyes. Or using a potassium/water or a flash powder reaction in the darts to do minor damage and a stun. Or find your own fun time reactions.
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==Pneumatic Pistol (AKA: the mad chemist's best friend)- Build a casing around a hermetic tube by using a wrench on a canon frame to disassemble it into pistol pieces and use it on a tank transfer valve, weld, use plastic on it to build the stock and trigger mechanism, screwdriver, more plastic to build the hopper, wench to finish. Has a valve setting %, an inventory, and an eject verb just like a pneumatic gun, but only accepts specific ammo: Foam darts, Paintballs and plain Darts == Paintball gun ammo - Make a paintball mold out of plastic sheets, use a dropper full of 5 units of clonexadone on it and 5 units of blood, causes a film to form. Then dropper in 10-30 units (whatever's most balanced) of any reagent, close the mold, and use a welding tool on the mold. Use the heated mold on a sink and pop it open to get a filled paintball (and the mold back of course). Maybe make some machine or method to automate the process or speed it up, maybe not who knows? Paintballs can be thrown at people or surfaces with an ok chance to rupture and spill the chemicals all over the person, but usually just annoying plonk and no damage. Their main purpose is to be loaded into pneumatic pistols, in which case they always break when impacting something. If it's a wall or a floor it'll paint it with a blood splat the colour of the reagent. If it's a mob it'll splat the reagents all over the mob. == Darts - Take wirecutters to a plastic sheet to fashion a bunch of stabilizing fins, pry the guts out of a syringe with the same wirecutters, fill the syringe with ballast of some kind and attach a set of fins. The result is a throwable that can fly kind of far and do some damage, but mostly just has a really high embed chance and a blind chance if it manage to embed into the eyes. Darts use cigarette dipping code (!Including the non-reactive property!), but transfer their reagent poison to the victim struck.
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Could prevent the RC's from spawning with PDAs too so they don't pester the crew. If an RC spawns as a traitor, I guess you could always make smuggled suppository uplinks you gotta spend time removing or putting back. #dang
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Yeah man, that's just like, your opinion.
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You'd also probably need to change the layout a bit, so that you could still get to the labor camp shuttle if some idiot depressurized the mining area. That's one major problem I could see with this; Just takes one person and wham RC is death. So I guess, the whole labor camp would need a remap for this to be really viable. Maybe a pressurized compound surrounded in Rwalls with an airlock and a pair of conveyer belts? Maybe give the mining equipment vendor/autolathe/whatever it is the ability to print internals and prisoner eva suits. The EVA suits would protect from space but would fail and rupture if they spent too long on a space tile. ...But then you'd need to start all RC's with tracking implants so you can make sure they're not causing problems for miners/scientists. Honestly it might be better to make a separate smaller asteroid for the labor camp.
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There needs to be a small prisoner shuttle and a mining equipment vendor (possibly just a mining auto lathe that accepts metal/glass sheets and prints out basic mining equipment?) on the labor camp, so that: If you start the round as a civilian, there's less then a reasonable amount of RC's on the camp, and your species is Vox, Slime, or Tajaran, you'll spawn instead on the labor camp with a custom prisoner's id labeled "Rehabilitation Candidate" with a random number of points between 75 and 500, and also not on the crew manifest. Also no comms headset. Alternatively: Just make it a roundstart job or a civilian title. If you don't get RC due to all the slots full then you'll end up as a normal civilian. So basically, set your civilian title to RC and you'll spawn as one if there's enough RC slots. The labor camp would need an intercom tuned to the security channel, so the prisoners could bother the security team. Fluff wise, maybe prisoners with good behaviour were sent to earn their freedom on the NCS Cyberiad, put to work mining and processing ore. When the security team decides that the prisoners have served their sentence, they can refer them to the HOP to be assigned to an NT job, or at least released as a civilian. Terminating an RC card frees up a rehabilitation slot, and allows latejoiners to specifically spawn as one. Yes its possible for these RCs to be traitors, and they have a civilian job for their uplink.
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You can hop over counters pretty easy, and Vox live on or in the fleet around giant arkships with groves of bioengineered Vox Apex, who are giant treelike bluespace-computational trees that also store the digital consciousnesses of all the vox, and birth bioengineered Armalis and Primalis larva. "Trees don't seem Vox" What are you smoking? :V Vox *grow* on trees.
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Add your ideas for ghetto weapons/traps here. I'll add the ones I remember at least. 1. Punch gloves - Take some gloves, jury rig it with cablecuffs and some sort of casing like a grenade casing, and an igniter. Lets you load a single cigarette or shotgun shell or snap pop/unstable goo in. Punching someone on harm with these equipped will use the item on the victim; Shotgun shells go pow, as go snap pops/unstable goo, and cigarettes light. For the last one, the main use would be for cryobeaker dipped reactions on ignite and would happen on the tile the person was last punched on. Additional possible idea: Jury rig a trigger mechanism with a battery and some wire to allow for powered extended range use, maybe a few tiles. 2. Ghetto pressure plate - Ability to screwdriver and attach a single trigger mechanism to a mouse trap. When the mouse trap goes off, so does the mechanism (So, you'd want to use this with RSD or something). Additionally, ability to instead attach single tank bombs/grenades of all kinds/Sodacan IED to mouse traps, whose mechanisms would trigger when the mousetrap was triggered. The construction would keep its original size, so putting a normal sized grenade on a mouse trap would keep it normal sized, etc. If the result can fit in a backpack and the mouse trap is armed, opening said backpack would set off the trap. Additional possible idea: Apply the same to bear traps for ghetto C4. The trap sticks to the victim's leg and goes off. 3. Ghetto turret - Take a chair and wire it up, use some metal on it to build a base stand on it. Take a welding tool to some airlock electronics to heat the leads, then use some wires on it to reshape the sodder and leads a little. Use the modified airlock electronics on the base stand, (optionally add up to two RSDs here), then four laser tripwire sensors. (Optionally, add a few sheets of plastic to build an ammo hopper here). Add a battery. Finally, add a robot arm, and a weapon of choice. The completed device can only face in one of four directions, and puts off four lasers (Invisible if set to be invisible before construction). The gun-facing laser being tripped will fire the weapon, and then continue to fire the weapon every few seconds if a standing target is still breaking the laser. If any of the other three lasers are tripped, the turret will change direction to face the tripped laser. If the laser is still tripped, the turret will fire. The turret feeds off of local apc power, but will run off internal battery power instead if the apc is drained or otherwise nonexistent. The turret will additionally need ammo if the inserted weapon is a projectile weapon, and using the ammo on the turret will reload it. If you put an optional ammo hopper onto it, you can insert a queue of ammo clips/mags instead. The reason for optional RSDs in the construction step is to be able to toggle the weapon mode and the power of the turret. The first RSD you attach will control on/off, and the second will control the weapon mode (if applicable). Hopefully you turned the receivers on and set them to different signals. Without the RSD, the turret will just be always on unless someone destroys it. Without apc power, even projectile turrets will run out of power and stop working, but at a slower rate than energy turrets due to the energy weapon using the battery as ammo. Possible extra idea: Putting batteries into the ammo hopper as well, and having the turret eject old batteries and shove in new ones automatically from the hopper. 4. Shrapnel ammo for the pneumatic cannon. - Taking a welding tool to a sheet of plasteel takes a few seconds, uses up a sheet of plasteel and turns it into a heated shaped bit of material. Quickly pick the object up while wearing black gloves and run it under a sink to render it fragile. Throwing that material against an R-wall or r-plasma wall a bunch of times, it will eventually shatter into a bunch of shards. The shards can be used on their own as ammo, but also can be bundled into a package using a sheet of plastic that can be inserted into a pneumatic cannon, effectively turning it into an air-powered shotgun. 5. Pen Knife - Taking from #4 above, those shards can also be fashioned into a concealable knife. Take a normal pen, pry it apart with the sharp end of a pair of wirecutters, use some metal on it to fashion additional spring mechanisms, use the sharp ends of a wirecutter to whittle a slide in the front of the pen. Take a plasteel shard and use it against an r-wall or r-plasma glass repeatedly to sharpen it. Once it's sharpened, you can use it on the above construct and re-assemble it. The resulting pen can be used in hand to reveal the blade, and used again to conceal it. For all intensive purposes, this is a normal pen unless the blade is revealed. While the blade is revealed, the pen functions as a sharp knife for stabbing people and has a higher than normal chance to embed in the target's wound. The unsheathed pen also functions well as a thrown dart, and as a high-embed chance pneumatic cannon ammo. 6. A plain ol' shiv - Using a metal rods and rubbing them against an R-wall or plasma glass repeatedly with an audible noise. Useful for when you don't have cables to make a spear and are trapped in perma brig. Using it to cut cloth off clothing/shoes/bedsheets/beds and then wrapping it around the shiv lets you hit a little harder with it due to better grip and gives an extra embed in wound chance. 7. Mister stabby - taking from #2 above, attaching a robot arm to a mouse trap will let you add a melee weapon to it. Circular saw, scalpel, stun baton, pen knife, whatever. Triggering the trap will apply the weapon to the victim who stepped on it. Additional possible idea: Build a wind up spring mechanism or something so you can queue up multiple attacks, in case the victim remains on the same tile. Another additional possible idea: Attach a syringe or hypospray or a sleepy pen to it instead. 8. Concealed pressure plate - Taking from #2 above. The construct where you only have a mousetrap and a signalling device of some sort can be concealed underneath floor tiles. The tile will make an audible click when stepped on, and trigger the attached device. Useful for having a tank transfer valve in a nearby closet. 9. Mr Spinny. - You can take a metal floor tile and wire it up, add some sort of signalling device (Probably best if you use voice analyzers or RSD), and a robot arm. Place that tile to conceal it on the ground. Upon receiving a signal, it will rotate any unsecured glass/rglass/plasmaglass/rplasmaglass panes ontop of it once clockwise. Useful for combining with #8, if you want to make a fire or atmosphere trap or something. Maybe even just a trap that explosively vents the atmosphere of a room. 10. Total Slip shoes - A mostly joke item. Cable Cuff some banana peels to some shoes and wear them, and every step you take will act as if you slipped on a couple space lube tiles. 11. Fuel Rockets - Take some grenade casings and rig some wiring and an igniter/rsd combo up to it, use some more metal on it to seal and shape an exhaust port. Finally, rig a screwdriver'd welding tool of some kind to it for a fuel reserve (Industrial welding tools work too for double capacity). Secure them to office chairs or wheel chairs, and they will explosively vent burned fuel and rocket the chair in the facing direction whenever the RSD signal is received. For obvious reasons, you don't want to slam into people or objects while doing this. Additional possible idea: Add additional rockets on different signals to the chair in order to give directional thrust. 12. Remote firefighting drone - Similar steps as the turret, but it uses an office chair instead as a base, requires a camera assembly, and only accepts fire extinguishers. Click dragging a tank to the device will allow it to pull the tank behind it and feed water (or fuel if you're evil) from it. By itself, the drone will do nothing. You have to also jury rig a controller from an RSD and some camera circuits. Using the controller will put you in direct control of the drone and allow you to drive it around remotely as well as see through its camera. Additional idea: If you jam an id card into the drone, it will allow moving into doors to open them if the id level is correct. Also will automatically open firelocks it moves into and close them behind it. 13. Dr Griff - A device you can rig to a locker, consisting of a robot arm and a welding tool and an RSD as well as some wiring. When the RSD is triggered, it will close the locker and weld it. Useful when combined with #7 and #8 for abducting people in dark maintenance tunnels. Just have an rsd with receiver on in your pocket and listen for the beep, then investigate your trap and claim your abductee.
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It could use an extra scrubber or two on the same waste pipe but in different locations around the club. A sign on the wall somewhere would be nice. Posters, etc. You could also add an O2 sign by the conveyer belt with a big red crossout and circle over it so people know there's no O2 in here. The plain metal walls there to the south make it a bit easy to weld into and cause problems with airgroups. You could replace them with reinforced plasma glass and grilles. That way it's just as easy to get in but people can see you do it, and people don't accidentally weld into the club. It could use some planted trees of some kind. That boring tile near the hologram could be something else like the glass lit tiles or something. I'd say move the spare n2 storage to that empty space back behind the right side bar, and replace where the three space n2 cans are with a big couch or two. Does the drink vending machine have spare glasses? If not you might need to add a box of glasses somewhere. You have a lot of unused space to the right side leading up to the chapel mass driver. I'd suspect you'd be well enough shifting stuff over and expanding it, bigger dance floor, more sitting space, maybe even adding a small bathroom or something.
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I suggest an alternative that fits in the middle of a triangle between cyborgs, exosuits, and power armor. A modular frame or M-frame. Basically a big powered mechanical harness. Open to air, bigger than the wearer, and more bulky and robot-suit like. Kind of like this I guess? http://yournewsticker.com/wp-content/up ... rmer-2.jpg http://images.gizmag.com/hero/power-jacket-mk3.png With the right materials and research, you can print out one of the m-frames, which differs from mechs in that you have to insert plain robot arms/legs, then the correct circuit board. The result is pretty much a mechanised harness that is an enterable vehicle and has an exosuit interface, but the driver is still visible as it is not a fully enclosed chassis. The M-frame would require that the driver isn't wearing an exosuit as well. The m-suits are not atmospherically sealed and do not have an internal cabin. Further; it is possible to physically wrestle a pilot out of the M-frame with some effort and good luck. The pilot can wear whatever eyewear they like, and gain a cyborg-like module belt at the bottom of their hud for using their utilities. Each m-frame would have a replaceable battery for power and accept exosuit tracking beacons, and special mod/utility slots. Each m-frame would also accept an id card, which can be slotted in by anyone and ejected out by the pilot. Mostly useful if you stick an MMI or Positron in there. There would be varying levels of m-frames, each successive one requiring better materials and higher research. Better frames = more mod/utility slots and higher durability. As for the mods and utilities. Mods would modify the frame and how it functions, and utilities would be the tools you use. Examples of some potential mods: 1. Atmospheric sealing - Gives the M-Frame housing a translucent forcefield that traps in gasses. Enables the exosuit pilot to venture into space and have a m-frame mounted air supply. Seals against all gasses, but does not seal against temperature (besides the vacuum of space, which shouldn't be cold anyways :V). 2. Fireproofing - Gives the M-frame firefighting ripley-like heat temperature resistance, and air-seals against plasma gas. 3. Transit mode - Allows the pilot to enter or exit transit mode, which shuts down the use of utilities but allows the M-frame to wheel around at fast speeds like a cart. Has a cooldown. 4. Vector Thrust - Basically a mounted jetpack. 5. Fine Manipulators - Enables the toggling of FM mode on/off. When in FM mode, you cannot enable/disable transit mode or use utilities, but the m-frame gains a pair of hands that can pick up/drop/manipulate objects and buttons/levers/switches, also punch. Has a cooldown. 6. Resistance modules - shielding or armoring of various types. Drains power but gives you resistance to a specific damage type. Potentially including a radiation shield or a meteor deflector. 7. PullJack - Allows the driver to pull things behind them by hooking it up to a magnetic jack. Also allows drag-manipulation of certain things like loading crates onto mule-train cars so you can pull them behind you or loading people onto the ambulance bucket, or buckling people to a roller bed. Examples some potential utility mods: 1. Utilibelt - Does nothing by itself, but allows you to load a brown tool-holding utili belt into the m-frame. FIll the belt with tools beforehand, stick on the frame, and the pilot can access the tools inside of the belt from the utility interface and equip/use them in a similar fashion to cyborgs. Unlike cyborgs though, you would need to eject the belt and refill it manually if you, say, ran out of cable coil. 2. Fire extinguisher - Basically the m-frame variant of the exosuit module of the same name. 3. Hydraulic Clamp - The little brother of the Ripley hydraulic lift. It works more like a maintenance drone magnetic gripper, but can hold one ore crate or metal crate at a time. 4. Exosuit power mounter - Lets you pick up and use one utility-mount exosuit power module as if you were in a normal exosuit. Ie: Energy relays, plasma generators, etc. 5. Pneumatic armature - Basically a M-Frame mounted pneumatic cannon-ish thing. You can pulse-fill its internal tank to 1013.12 by using it on a canister, enable load mode and stick tiny/small/normal objects into it by using the utility on the object, and launch them out with adjustable valve rates. 6. Pneumatic Foodomatic - The chef version of #5, can suck up food ingredients and beakers/milk cartons/egg cartons/condiment bottles, and milk cows. The items go into a storage interface, which has microwave functionality that lets the chef select ingredients and cook them together, the result being dispensed into the storage interface. Sliceable objects in the interface would have a 'slice' option next to them, and the chef can choose what goes into the pneumatic part. Engaging launch mode would allow the chef to launch selected items out of the foodomatic and into the waiting hungry mouths of the crew. --- Possible tiers? The first variant could be made mostly from plastic and a little metal, and has the fewest mod slots, is flimsy and fast. Just as an example, as probably game balance would have to determine what actually gets implemented, let's say plastic m-frames have two utility mounts and a mod slot. You could give it an atmos seal and a utilibelt + a clamp and give it to an engineer, or firepoofing and the utilibelt + an extinguisher and use it for firefighting. Transit and Foodomatic+clamp and give it to the chef/clown. Stuff like that. Second tier could be a plasto-ceramic composite, higher research, a bit of plastic and glass and plasma. Would be slower but have more mounts. Third tier could be even higher research and be made with plasteel and a bit of glass and plasma, etc etc. I guess for third tier you could have choices between three frames instead of a definite end tier frame. Could use rare materials and trade off and choose between more mod/utility slots or more speed and durability or other things.