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| Having a jumpsuit is extremely important. Without a jumpsuit, you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. | | Having a jumpsuit is extremely important. Without a jumpsuit, you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise. |
| In addition, jumpsuits now have a full suite of [[Suit sensors|sensors]] that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in their description. For example, the virologist's jumpsuit has minor projections against biohazards, while the Head of Security's suit will have a small amount of protection from blunt trauma. [[Plasmaman]] jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet. | | In addition, jumpsuits now have a full suite of [[Suit sensors|sensors]] that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in their description. For example, the [[Medical Doctor]]'s jumpsuit has minor projections against biohazards, while the [[Head of Security]]'s suit will have a small amount of protection from blunt trauma. [[Plasmaman]] jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet. |
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| A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive color, its suit sensors are always on maximum. | | A bit different from the others is the prisoner's jumpsuit. In addition to its distinctive color, its suit sensors are always on maximum. |
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| |usedfor = Spacewalks, firefighting, surviving viral outbreaks | | |usedfor = Spacewalks, firefighting, surviving viral outbreaks |
| |strategy = Wearing this with a space helmet will protect you from the coldness of space. Significantly slows down the wearer.<br>'''(Spaceproof)''' | | |strategy = Wearing this with a space helmet will protect you from the coldness of space. Significantly slows down the wearer.<br>'''(Spaceproof)''' |
| |description = A suit that protects against cold and low pressure environments, but doesn't offer the melee and electric protection of hardsuits. Offers minor fire, radiation and acid protection. | | |description = A suit that protects against cold and low pressure environments, but doesn't offer the melee and electric protection of MODsuits. Offers minor fire, radiation and acid protection. |
| }} | | }} |
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| }} | | }} |
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| {{anchor|Armored Coat}} | | {{anchor|Armored Greatcoat}} |
| {{Item | | {{Item |
| |bgcolor1 = #E9FFBE | | |bgcolor1 = #E9FFBE |
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| |foundin = [[Engineering]], tech storage, and ordered by [[quartermaster|Cargo]] | | |foundin = [[Engineering]], tech storage, and ordered by [[quartermaster|Cargo]] |
| |usedfor = To stop you from being shocked | | |usedfor = To stop you from being shocked |
| |strategy = Trade your old gloves in for these, if you're not worried about [[virologist|disease]]. These handy yellow gloves, often reffered to as just insuls, are much coveted by [[Assistant|certain members]] of the [[crew]]. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when [[hacking]] and manipulating [[cable Coils|power cables]]. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove's distinct colour and name so you are not accosted for wearing them. If you are a masochist, you can cut someone's insuls into useless fingerless insuls [[File:IGlovesCut.png]] with [[wirecutters]] and watch them cry. Keep in mind, your large fingers will keep you from firing ranged weapons while wearing these. | | |strategy = Trade your old gloves in for these, if you're not worried about [[Infections|disease]]. These handy yellow gloves, often reffered to as just insuls, are much coveted by [[Assistant|certain members]] of the [[crew]]. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when [[hacking]] and manipulating [[cable Coils|power cables]]. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove's distinct colour and name so you are not accosted for wearing them. If you are a masochist, you can cut someone's insuls into useless fingerless insuls [[File:IGlovesCut.png]] with [[wirecutters]] and watch them cry. Keep in mind, your large fingers will keep you from firing ranged weapons while wearing these. |
| |description = These gloves will protect the wearer from electric shock - whether by [[Hacking]] or delaminating [[Supermatter|Supermatter Engine]]. | | |description = These gloves will protect the wearer from electric shock - whether by [[Hacking]] or delaminating [[Supermatter|Supermatter Engine]]. |
| }} | | }} |
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| If you hit a carbon mob, the game will roll a die (from 3- to +3) and tally modifiers for both the tackler and target based on their status (dwarves and the developmentally clumsy are easier to tackle and worse at landing tackles, while giants have bonuses for both for example. Neutral rolls will see both parties take some stamina damage and a few seconds of knockdown, with favorable rolls for a certain party reducing their knockdown time and adding a bit of paralyzing to the loser. Generally, tackling is a disarming tactic and works better if you have backup to protect you and seize the opportunity you created while you're picking yourself up from the ground, rather than a solo tool. If you're a giant or have the special bruiser gloves, though, you can rely on them more for solo takedowns (as long as you don't miss!) | | If you hit a carbon mob, the game will roll a die (from 3- to +3) and tally modifiers for both the tackler and target based on their status (dwarves and the developmentally clumsy are easier to tackle and worse at landing tackles, while giants have bonuses for both for example. Neutral rolls will see both parties take some stamina damage and a few seconds of knockdown, with favorable rolls for a certain party reducing their knockdown time and adding a bit of paralyzing to the loser. Generally, tackling is a disarming tactic and works better if you have backup to protect you and seize the opportunity you created while you're picking yourself up from the ground, rather than a solo tool. If you're a giant or have the special bruiser gloves, though, you can rely on them more for solo takedowns (as long as you don't miss!) |
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| There are certain things you can do to shift the odds of getting a better tackle or making someone weaker to your tackles such as making them clumsy (-2), a dwarf (-2), injuring them so they have less than half health (-1), getting them slightly drunk (-1) or putting multiple wound types on their legs (-0.5 for each wound). On your part, what you can do to increase your odds of getting a good tackle is having gigantism (+2), having wings (+2), wearing riot armor (+2), or being so drunk that you look like a drunken mess or have blurry vision (+1). Things you can do to defend yourself against tackles better is by being fat (+1), wearing a modsuit or firesuit (+1) or by wagging your tail as a lizard (+1). To increase your odds of getting up before someone else does after an average tackle, it's recommended to be on nicotine, synaptizine, meth, ephedrine, pump-up or anything that reduces stuns. | | There are certain things you can do to shift the odds of getting a better tackle or making someone weaker to your tackles such as making them clumsy (-2), a dwarf (-2), injuring them so they have less than half health (-1), getting them slightly drunk or blurry-drunk (-1 and -3 respectively) or putting multiple wound types on their legs (-0.5 for each wound). On your part, what you can do to increase your odds of getting a good tackle is having gigantism (+2), having wings (+2), wearing riot armor (+2), or being so drunk that you look like a drunken mess or have blurry vision (+1). |
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| | Things you can do to defend yourself against tackles better is by being fat (+1), Having no jumpsuit (+2) wearing a modsuit or firesuit (+1) or by wagging your tail as a lizard (+1). To increase your odds of getting up before someone else does after an average tackle, it's recommended to be on nicotine, synaptizine, meth, ephedrine, pump-up or anything that reduces stuns. |
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| | Simply put, all negative defense modifiers you have contribute to the tackler's power while adding to your weakness, on top of their own postive modifiers |
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| If, instead, you launch yourself into a dense non-mob, you'll roll a die from 1-100 for what you suffer. The ill effects range from a brief knockdown and negligible brute and stamina damage, to concussions and brain damage, to outright paralyzation in the worst cases. Remember to wear a helmet before you decide to randomly launch yourself headfirst into a wall! | | If, instead, you launch yourself into a dense non-mob, you'll roll a die from 1-100 for what you suffer. The ill effects range from a brief knockdown and negligible brute and stamina damage, to concussions and brain damage, to outright paralyzation in the worst cases. Remember to wear a helmet before you decide to randomly launch yourself headfirst into a wall! |
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| |name = Gorilla Gloves | | |name = Gorilla Gloves |
| |image = BGloves.png | | |image = BGloves.png |
| |foundin = [[Supply_crates|Supply crates]] | | |foundin = [[Supply_crates|Supply crates]], Head of Security's locker |
| |usedfor = Tackling | | |usedfor = Tackling |
| |strategy = Tackle. | | |strategy = Tackle. |
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| |name = Backpack | | |name = Backpack |
| |image = Backpack.png | | |image = Backpack.png |
| |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one | | |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one, can also be crafted using cloth |
| |usedfor = Storing unneeded crap | | |usedfor = Storing unneeded crap |
| |strategy = You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space. | | |strategy = You're going to want this. It's used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space. |
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| |name = Satchel | | |name = Satchel |
| |image = GSatchel.png | | |image = GSatchel.png |
| |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one | | |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one, can also be crafted using cloth |
| |usedfor = Storing unneeded crap | | |usedfor = Storing unneeded crap |
| |strategy = Functionally identical to the backpack, but it looks more fashionable. | | |strategy = Functionally identical to the backpack, but it looks more fashionable. |
| |description = You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The [[File:Satchel.png]] Leather Satchel works the same as any satchel or backpack. | | |description = You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The [[File:Satchel.png]] Leather Satchel works the same as any satchel or backpack. |
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| | }} |
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| | {{anchor|Messenger Bag}} |
| | {{Item |
| | |bgcolor1 = #D3C5FF |
| | |bgcolor2 = #C4B2FF |
| | |name = Messenger Bag |
| | |image = Messenger_bag.png |
| | |foundin = Normal crew members may spawn wearing one, can also be crafted using cloth |
| | |usedfor = Storing unneeded crap |
| | |strategy = Functionally identical to the backpack and the satchel, but looks different. |
| | |description = You put this on your back slot and put items into it. Most jobs have their own variety of messenger bag. |
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| }} | | }} |
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| |usedfor = Propelling yourself in space | | |usedfor = Propelling yourself in space |
| |strategy = Put it on your back and switch it on to maneuver in space or low-gravity areas. | | |strategy = Put it on your back and switch it on to maneuver in space or low-gravity areas. |
| |description = The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a '''rocket''' pack, but the game can't seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in [[EVA]]. [[Syndicate guide|Syndicate operatives]] start with compact Oxygen-filled harnesses. The [[Captain]] has a unique oxygen-filled jetpack. | | |description = The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Unlike traditional jet packs, it is actually a cold gas thruster and not a jet engine. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in [[EVA]]. [[Syndicate guide|Syndicate operatives]] start with compact Oxygen-filled harnesses. The [[Captain]] has a unique oxygen-filled jetpack. |
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| For proper use of a jetpack, remember these simple rules: | | For proper use of a jetpack, remember these simple rules: |
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| Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed. | | Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed. |
| | MODsuits can be upgraded to have an Ion Jetpack. |
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| Void Jet Packs may also be found in [REDACTED], which are filled with oxygen. | | Void Jet Packs may also be found in [REDACTED], which are filled with oxygen. |
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| .b = Binary (For AI and cyborgs) | | .b = Binary (For AI and cyborgs) |
| .a = Alien | | .a = Alien |
| .g = Changeling
| | .i = Nearby Intercom |
| .i = Intercom | |
| .h = AI Holopad (For AI) | | .h = AI Holopad (For AI) |
| .o = AI Private (For AI) | | .o = AI Private (For AI) |
| .l = Left Hand | | .l = Left Hand Radio |
| .r = Right Hand | | .r = Right Hand Radio |
| .t = Syndicate/Traitor (For when you have a Syndicate encryption key) | | .t = Syndicate/Traitor (For when you have a Syndicate encryption key) |
| <br> | | <br> |
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| Head of Personnel's headset:<br> | | Head of Personnel's headset:<br> |
| ''.c - command, .u - supply, .v - service'' | | ''.c - command, .v - service'' |
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| Head of Security's headset:<br> | | Head of Security's headset:<br> |
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| Chief Medical Officer's headset:<br> | | Chief Medical Officer's headset:<br> |
| ''.c - command, .m - medical'' | | ''.c - command, .m - medical'' |
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| | Quartermasters's headset:<br> |
| | ''.c - command, .u - supply, '' |
| }} | | }} |
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