EDIT 2: I have coded the RD hardsuit for review here: https://github.com/tgstation/-tg-station/pull/12098 Sweet sprite by WJohnston!
EDIT 3: The PR is merged! It can now be found on the Metastation and Dreamstation maps. I will try to have a PR to place it on Box soon.
EDIT 4: Steelpoint beat me to a hardsuits map PR, so I requested that he add the RD hardsuit there: https://github.com/tgstation/-tg-station/pull/12263
Current hardsuits by department:
Supply:
- Mining hardsuit (Brightest headlights, decent bomb resist, can be upgraded to strongest melee armor)
[melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50]
* As the department head, the HoP may take one should he desire it.
Security:
- Security hardsuit (slightly better laser resist, average melee resist, weak bullet resists)
[melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50]
* HoS personal hardsuit (Decent melee resist, slightly less pathetic bullet resist) minor upgrade of normal Sec hardsuit.
[melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50]
Engineering:
- Engineering hardsuit (High radiation resistance, built in jetpack)
[melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75]
- Atmospherics hardsuit (Fire immunity, jetpack, the only hardsuit to lack radiation protection)
[melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 0]
- CE personal hardsuit (Rad immune if combined with jumpsuit, fire immune, decent melee resist, decent bomb resist, jetpack)
[melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90]
Medical:
Medical, on box, does not have access to space suits. Most alternate maps offer one for the CMO, however:
- Medical hardsuit, excluding Box (Lesser slowdown than other hardsuits)
[melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 50]
Captain:
- Captain's personal spacesuit (Technically not a "hardsuit", but features decent melee resist, strong laser and bullet resist, and decent bomb resists)
[melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50]
Proposed changes:
- Add CMO's medical hardsuit to Box. (PENDING in the PR linked above)
- Remove the "Command EVA" section to maintain current space suit count.
- Add Research Director's personal hardsuit:
Designed for the FUN!! Nanotrasen expects the RD to encounter as part of his job - explosions, fire, and radiation while working in Toxins and with the E.X.P.E.R.I-MENTOR.
* Primarily a bomb suit, the suit features 100 bomb resistance. Secondarily, it has slightly higher radiation shielding (+10 above standard), and emergency firesuit resistance.
[melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60]
** Like a normal emergency firesuit, it lasts a short while in fire, but will eventually begin to fail.
*** Note that bomb armor works differently than other armor!
How bomb armor works in a nutshell
Defense against bomb damage works on a probability basis.
Code: Select all
/mob/living/carbon/human/ex_act(severity, ex_target)
var/b_loss = null
var/f_loss = null
switch (severity)
if (1)
b_loss += 500
if (prob(getarmor(null, "bomb")))
shred_clothing(1,150)
var/atom/target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
throw_at(target, 200, 4)
else
gib()
return
if (2)
b_loss += 60
f_loss += 60
if (prob(getarmor(null, "bomb")))
b_loss = b_loss/1.5
f_loss = f_loss/1.5
shred_clothing(1,25)
else
shred_clothing(1,50)
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(30, 120)
if (prob(70))
Paralyse(10)
if(3)
b_loss += 30
if (prob(getarmor(null, "bomb")))
b_loss = b_loss/2
if (!istype(ears, /obj/item/clothing/ears/earmuffs))
adjustEarDamage(15,60)
if (prob(50))
Paralyse(10)
Heavy explosions deal around a base 60 brute and burn, with a bomb armor based chance to absorb 1/3 of the damage dealt, and half the shock involved with shredding clothes. (Anything with 50 or more bomb armor cannot be shredded by heavy explosions)
Total Devastation explosions simply gib the victim. Bomb armor gives a percent chance of avoiding the gib in favor of being dealt extreme (500 brute) damage, having their items and armor destroyed, and being flung away.
Thoughts?