Alt clicking riot/combat shotguns with a shotgun shell in hand adds it to a side sling for shells
3 side slings spawn in the armory, next to 3 boxes of breaching shells
Said slings spawn with breaching shells at round start
They have a range of two tiles, require you to be standing still for more than two seconds (otherwise the gun flys out of your hands) and obviously blows open airlocks. If it contacts a person, it does 20 brute, stuns them for 5 seconds, and blows them back 4 tiles.
*Have it so it just flings a unsecured airlock in the direction they are facing so people standing behind the door get smacked by a giant piece of metal going mach 5
This hard-buffs security, letting them breach open airlocks, and additonally camp choke points.
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Flasher bulbs break still, but re-add (if they were removed) synthetic flashes, in which, never break once they are added to a flasher (still break if used in hand to prevent infinite whitescreen)
The replacement bulb box is replaced with a box of these, normal flashes still start in the flashers, in order to make it require a set up time as opposed to a quick bolt system
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Add a tactical tool kit, which can be placed on the security belt as a box like item, and contain a wrench, welder, screwdriver and crowbar.
It essentially is just a black tool bag that when put into a security belt, attaches onto the back of the toolbelt sprite, containing basic tools to allow for the brig to be upgraded/repaired easier
One spawns in the wardens tool belt by default, replacing pepperspray (no one uses pepperspray), and two spawn in the armory.
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Theres a button in the HOS's and Warden's office that sends a annoucement to all security PDA's stating for them to return to the brig and equip themselves at the armory, clicking this button auto-elevates it to code blue, and if its already code blue, makes a HOS desk annoucement stating
"All crew members are to return to their departments for their own safety, a emergency has been detected on station and is being handled by the on board security team. There is no further information at this time"
Pressing it opens the armory shutters, and unlocks the lethal shotgun locker, and closes the cell shutters and desk shutters. AI SOP dictates that if a elevated security level is needed, this button is pressed. If the AI presses it, its a AI annoucement, not a HOS desk annoucement.
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You can two riot shields on a target stand and it becomes a moving bullet proof object, if one of the two riot shields is collapsable, alt clicking it collapses the riot shield allowing you to shoot over it, but not into it. (only able to shoot over it if your standing right next to it)
Doesn't stop lasers unless both of the shields are energy shields, in which it becomes the same as a normal riot+collapsable
Simply use the shield on the target stand to create this, screwdriver it twice to remove both riot shields, this can't be done if there is already a target on the target stand.
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Flashers, and security barricades when they are deployed can be upgraded with a area denial system, two, and only two of which spawns in the armory
If someone who isn't loyalty implanted fires a weapon (from a taser to a pulse rifle) next to it, it launches either a clusterbang in a random direction around it, or 4 flash bangs in all 4 directions around it.
Once this has been done, it needs to be reloaded with 4 more flashbangs, in order to compensate for this, a additonal box of flashbangs can now be found in the armory, next to the ADS system
Concept
Shitty attempt at it, things sticking out the side are the smoke tubes, bottom things are the mounting brackets, and the white thing is a sensor (going off of CIWS)
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Combat knives are added to the security vender, and the boot sprites show it added to it when you place it in it, two sharpening rods (not stones) spawn in it to.
Sharpening Rod
Sharpening Rods have two uses, so if you have dicks on your security team, they'll keep the rod and not let you use it, adds a additonal 5 brute and a 60% chance to make them bleed on the first hit
Also, security is now trained with knives, throwing them makes a -swoosh- noise, the same noise that swinging a machete vertically, while angling it horizontially does, (or you know the sound that it makes when you throw a knife.) Throwing it at someone has a 40% chance to stick it into their chest, 20% chance on limbs, and a 15% chance on their head, hitting them in the head with a knife if they aren't wearing head gear puts them into crit instantly.
If a knife sticks into them period, it does a flat 20 brute on the limb, and causes bleeding immediately, and doesn't stop untill its removed.
They also have 50% slower click delay when using them, as opposed to cargo or a greytider, meaning 50% of the time, if my math isn't shit, security will win in a melee fight if the knife is sharpened, and there are no disarms.
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You can now attach combat knives to the end of stun batons, meaning harm batoning now does 10 more brute, and induces bleeding 15 percent more
You can also throw it and lodge it into people, with lower stick rates of course, 25% to chest, 10% to limbs, 5% to head.
Once its stuck inside a limb, it will constantly add on a percentage variable to fall out, that being 5%, every second its it, a additonal 5% is added,
Every second its in, however, it stuns for the same duration as a stun baton, assuming its on and you didn't just give them a stun baton. The effect is immediately applied as soon as it sticks into them.
If its stuck in the chest, theres a 5% chance to induce cardiac arrest, and a 7% chance to cause lung constriction (no breath)
If its stuck in their head, it has the same effects as a combat knife and insta-crits them, if the stun baton is on, every time it shocks, it does a additonal 5 brute and applies brain damage.
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Riot shields can now be made into larger, more robust shields by adding metal or plas-steel
Proceess is as follows
Screwdriver riot shield to allow for modification
Attach metal rods to create a frame to support the additonal armor
Attach 5 metal to build the under frame
Weld it
Attach 10 plas-steel to build the bulk of the armor
Wrench it
Weld it
Attach 5 more metal to build the outer flaps and arm guard
Wrench it
Weld it
Now you have a full blown ghetto shield, you walk much slower, but it blocks up to 70% of all projectiles, however, after sustaining 20 hits, it breaks down into a normal riot shield, with a random chance to drop X and Y ammout of metal and metal rods onto the floor (plas-steel is lost)
Applying plas steel to a damaged one removes its affects untill its wrenched and welded, but once it's wrenched and welded, it repairs it up into the next stage.
There are 5 stages in all
Fully Repaired (no repairs) (70% block, 60% speed loss)
Slightly Damaged (requires 5 plas steel to repair) ( 60% block, 40% speed loss)
Moderately Damaged (requires 10 plas steel to repair) (50% block, 30% speed loss)
Severely Damaged (requires 10 plas steel and 5 metal to repair, starting with metal, wrench and weld both) (30% block, 10% speed loss)
Riot Shield (requires complete rebuild)
You are unable to wield a additonal weapon while doing this, as its a two handed shield, (one using your forearm, and one just being a handle to hold onto)
You can use a welder on a fully repaired one to cut a port in it, small enough to fit a spear through, which will cause anyone who runs into you to take damage, if you are facing them directly
Meaning more roman combat, because obviously the only way to push back the grey tide is with shields and spears
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a box M67 Frag Grenades now spawn in the armory, inside of the lethal locker, which is now renamed to the High Security locker,
I believe this are actually already in the game, so essentially just stick that shit in there so sec now has shit that makes a boom, they can be attached to sec belts or put into pockets
3 thermite grenades spawn in there to, no fancy sprites though, just chemistry grenades
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Attaching a combat knife onto a metal rod in place of a piece of glass makes a damn good spear, with equal, if not better stats to a spear.
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The tiny security masks that are basically oxygen masks with hailers attached are now replaced with SWAT masks, of which now have two modes, security combat and security medical
Security combat shows dots based on threat assessment, meaning one dot would be a grey tider, two dots would be a cultist, and three dots would be nuke ops. four dots would be things like juggernauts, xenomorphs, or abductors
Things that would give someone one dot:
Carrying a station found weapon (bone saw, kitchen knife, fire axe)
Wearing body armor without a loyalty implant or having a job that starts with it (HoP, Bartender, checks ID not crew manifest)
Being bloody
Having a head of staff ID without having their proper uniform, and having a obstructed face (meaning it wont register if the real hop decides to wear combat boots one day, so long as he doesn't wear a mask that covers his face)
Having a face covering mask on that isn't relevant to your job (clown, meme, engineers having hardsuits, atmos tech's having gas masks, ect, this wouldn't be strict either, the robotcist wearing a gas mask for example, would be allowed)
Having a wanted status (still displays the W)
Things that would give someone two dots:
Carrying a traitor weapon (revolver, energy sword, energy bow)
Carrying traitor gear (chamelon projector, emag)
Having traitor gear on a visible slot (ebow on belt)
Having mis-matched higher dot gear, (chrono suit helmet, cultist body armor)
Having boxes in hand that match what traitor gear spawns in (holopara injector box, chamelon kit box)
Holding gangster gear (Uzi, opened spray can, switch blade)
Having gangster gear on a visible slot
Having a flash when your job has no access to one (robotcists, engineers, and scientests are given one dot for this, the rest are given two (excluding people who have access to it))
Things that would give someone three dots
Carrying a syndicate weapon (C20-r, sniper rifle)
Having a syndicate weapon on a visible slot (c20r on suit storage)
Having syndicate gear equipped without signs of station-involvement (away mission victors don't get shot on sight if they have black shoes/insulated gloves/welding helmets, being verified as someone who is actually appart of the station in syndicate gear does it globally for all helmets, meaning if you are seen once with your face exposed while wearing a syndicate hardsuit, you won't be given another 3 dot status)
Being in 1-3 tile proximity of a suspicious beacon or syndicate bomb
Carrying syndicate equipment without pre-approvement to be assigned to the station, people carrying syndicate gear and being verified as appart of the crew get two dots if the gear isn't attainable from the gateway.
Things that would give someone/thing four dots
Being nar-sie
Being the clown
Being a construct
Being a wizard
Being a abductor
Being a xenomorph
Being a deathsquad officer (all 4 dots flash)
Being a ERT officer (all 4 dots flash)
Being a Admiral (all 4 dots flash)
Being a admin fucking around (talking corgi, faithless)
Mismatched sprites (admin fuckery) are assigned 4 dot statuses to
The dots go down the right hand side of a person, in the same overlay as normal (both modes include wanted/implant statuses)
The first dot from the top is yellow
the second dot is orange
the third dot is crimson red
the fourth dot is hot pink
The Warden's helmet is a tint of navy blue, and the HOS's is blacker, and the lens are a brighter red than the normal ones.
Both the wardens and the HOS's helmet have the ability to assign/erase dot statuses based on threat assessment, meaning if you have a bag full of syndicate gear, get the warden to approve your dot status so you don't get ggnoreed by a security officer who shit himself
Security Medical has the same four dot system, its in the same spot, since both modes can't be running at the same time
The first dot from the top is green, meaning the patient is at 100% health
The next dot is yellow, once it switches dots, the dot before it turns off, the yellow dot means the patient is below 50% health or has below 30% heath on a limb, shift clicking shows which limb
The next dot is red, a flashing red one, meaning the patient is in crit, the dot flashes faster based on how close the patient is to death
The last dot is white, meaning the patient is dead and his soul is still present, if the last dot is grey, the patient has ghosted after he died.
The HOS's eye piece now does all of this, including having a third night vision mode, it also becomes a traitor objective.
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Tactical Medkits are now added, similar to the tactical toolkit, this one would go above the left buttcheek, while the toolkit would go above the right buttcheek
Contains 2 red striped autoinjectors containing 15 units of Salicyclic Acid
Contains 2 yellow stripped auto injectors containing 15 units of Oxandrolone
Contains 1 green striped autoinjector containing 15 units of Atropine
Contains 1 pink stripped autoinjector containing a 15 unit mix stimulants
annnd i got tired of typing
theres your mix of oxford for the day
steelpointmccurity aint got shit on me