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Powered Hardsuits (not modsuits) #335
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Overall, I really like this proposal. Obviously it's a draft, I would love to see what abilities some suits would get, how they balance and play out, etc. There's multiple ways to about this, multiple ways to balance the suits, multiple avenues to go down when it comes to trade offs, stuff like that.
Definitely better than mod suits, and I think, if done right, this will be a pretty good addition to the game. Most people realize that sometimes walking around in a hardsuit all day is not the most enjoyable thing in the world.
(Pleeease make CEs suit have a big battery... I can't live two seconds without using my damm suit to fix something... always...)
src/en/space-station-14/player-interaction/proposals/powered-hardsuits.md
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- **A basic flashlight on the helmet/suit.** | ||
A small light with a low energy cost that lets you see. You could keep it off in a lit area, or if you want to conserve suit charge. Carrying a seclight or a normal flashlight is also viable. | ||
- **Engi hardsuits giving welding protection.** |
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Engi hardsuits having radiation dampeners that eat up a shitton of power when active.
Let's regular engineers refill Singulo without giving them cancer instantly, but ensures they can't just chill out there to avoid everyone, they would have to put the suit back. You could scale power usage based on the amount of rads received.
CE suit can either just get inherent rad immunity like it always did (because it's a one time suit) or a significantly reduced power consumption, something inconsequential, CE goes through a lot.
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That was another idea I had but didn't include in this doc. I don't want to set any specific suit abilities in stone by including them here, but I do have ideas for what exact abilities every suit would have if this does get merged.
I do like the idea of power usage scaling based on the hostility of the environment though.
- **Engi hardsuits having built-in magboots.** | ||
Perhaps you didn't grab magboots before gravity went out or stole an engi suit and don't have access to them at all, either way, you still need to use suit charge to power them. | ||
- **Atmos hardsuits having thermal regulators that when disabled don't protect you from extreme heat.** | ||
A similar situation to the welding goggles ability. You can either leave it turned on at all times while wearing the suit, or you can turn it on/off while you're dealing with a recent plasma leak and subsequent fire. Conserving suit charge at slight risk of forgetting and causing your death. |
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I would like to avoid inherent noobtraps. I like the idea, but right now at least, getting exposed to 20,000C gasses for a microsecond just kills you no matter how fast you react, and for my poor moff friends, it also just fucking ashes you.
I'd like to see fire/absurdly dangerous Atmos protection possibly scale compared to how dangerous the Atmos is.
Think about it this way: a 5,000C atmosphere can be stomached perfectly fine. It would have little to no power draw, because 5,000C is not really outside a realistic realm for material resistance for an advanced hardsuit engineered for the conditions...
But a 20,000C environment? The suit is working HARD to keep the meaty organic inside cool as possible compared to the absolute hell outside. It would use a lot of power and Atmos techs would be encouraged to fix a problem as fast as possible rather than "this room is now 20,000C, have fun trying to catch me" and casually sitting in it all day.
Implementation of powered hardsuits to Space Station 14, and various NON-INTERCHANGEABLE FEATURES to specific hardsuits for them to better excel at their given job. Hardsuits would not be able to compress, they are not modsuits.
They would need to charge at suit storages in order to operate, and would not have interchangeable power cells, preventing people from just wearing them 24/7.
Feedback is greatly appreciated.