Modular Armor
Posted: Sat Sep 26, 2015 1:05 am
Before i bother trying to sprite/explain it in depth, i'l run a poll to see if it seems like a good idea to the rest of you.
In general, there will be 3 vests that spawn in the armory (More base vests and modular upgrades can be ordered from cargo, additional experimental plates [Energy/Biohazard] can be constructed in science.)
These vests have little to no protective value, except when a plate is added.
There are 6 kinds of basic damage protection plates, and 2 advanced, research based plates, each one built to withstand brute, burn, blast, aswell as energy and biohazard, respectively of course.
1 of each of the 3 kinds of basic plates spawn in the armory, next to the vests.
Security will be able to order more advanced modules/add-ons for the armor, anything from more plates, to inbuilt station bounced radios, flashlights, smoke dispersers, grenade holders, weight distribution systems (increases speed), color add ons, ranking emblems, tag emblems, department related emblems, additional body covering armor parts (Neck guards, groin covers, hood clip ons)
All of which can be ordered from cargo, so if cargo co-operates with security (and isn't completely over run by rev's), all above things can be ordered to supplement other team antag rounds (Xeno, Gang, ect ect) Additional, more advanced add-ons can be researched and created in science (Including syndicate gear, such as cloaking and stimulant injectors.
This can also be used with syndicates, who get even fancier more expensive shit for 1 tc to 3 tc, such as a time based cloaking system, EMP deployer, automatic stimulant injector / cyanide injector, wall breacher system, CS gas deployer, ect ect, you get the point, fancy expensive illegal shit in general.
no, its not like this is to make up for how gunsmithing failed, why would it?
In general, there will be 3 vests that spawn in the armory (More base vests and modular upgrades can be ordered from cargo, additional experimental plates [Energy/Biohazard] can be constructed in science.)
These vests have little to no protective value, except when a plate is added.
There are 6 kinds of basic damage protection plates, and 2 advanced, research based plates, each one built to withstand brute, burn, blast, aswell as energy and biohazard, respectively of course.
1 of each of the 3 kinds of basic plates spawn in the armory, next to the vests.
Security will be able to order more advanced modules/add-ons for the armor, anything from more plates, to inbuilt station bounced radios, flashlights, smoke dispersers, grenade holders, weight distribution systems (increases speed), color add ons, ranking emblems, tag emblems, department related emblems, additional body covering armor parts (Neck guards, groin covers, hood clip ons)
All of which can be ordered from cargo, so if cargo co-operates with security (and isn't completely over run by rev's), all above things can be ordered to supplement other team antag rounds (Xeno, Gang, ect ect) Additional, more advanced add-ons can be researched and created in science (Including syndicate gear, such as cloaking and stimulant injectors.
This can also be used with syndicates, who get even fancier more expensive shit for 1 tc to 3 tc, such as a time based cloaking system, EMP deployer, automatic stimulant injector / cyanide injector, wall breacher system, CS gas deployer, ect ect, you get the point, fancy expensive illegal shit in general.
no, its not like this is to make up for how gunsmithing failed, why would it?