EMP overhaul

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naltronix
Joined: Wed Aug 02, 2017 9:33 pm
Byond Username: Naltronix
Location: inside of a singularity, send help

EMP overhaul

Post by naltronix » #352590

EMPs are boring, like its always turn off X or damage X borg/AI
adding effects is fun so, i had a couple ideas:

common effects:
Spoiler:
turning X machine off (airlocks get turned off for X amount of time)
disabling a button inside temporarily
damaging it so it loses a function (can be repaired) e.g autolathe loses a few items, exosuit loses cyborg parts, e.t.c
blowing up lights
disabling cameras
uncommon effects:
Spoiler:
disabling a module of a borg
temporarily turning off mmis (a 15 second stun for borgs/ais with brains)
causing bluespace parts inside of a machine to teleport away a short distance, breaking the machine
breaking light fixtures
throwing all of the items out of a smart fridge and smashing them if possible (smashing glasses/shotglasses/bottles inside of booze o mats/fridges)
making cameras shorter range
rare effects:
Spoiler:
disabling two+ modules of borgs
turning off an mmi until the borg is dismantled
disabling buttons until repair
disabling machines like microwaves and chem dispensers until repaired
frying circuit boards (counts for fire alarms, airlocks and apcs. airlocks get bolted/can explode)
teleporting bluespace parts away far
exploding light fixtures
destroying cameras
very rare effects:
Spoiler:
disabling all of a borgs modules, making it able to walk and talk still
frying an mmi so the brain has to be put into a different one and the rare chance of killing a borg
destroying parts from machines
exploding machines like microwaves
exploding circuit boards
teleporting bluespace parts into walls, people and anything
stunning people (if stood right next to due to the power:tm:)
opening the covers of apcs
exploding batteries inside of things
frying wires in maint
upgrading machines (extremely rare)
exploding cameras
if possible, emps will act like explosions
at the center, chances are high for things
further and further you go out the lower the chances are

and there will hopefully be ghetto emps, like shorting a wire with a battery near things will make a low range emp
big range emps will be grenades, traitor items and when borgs and AIs die
I play as Asia Maclagan on Bagil, I dont play on Sybil often.

memes lie unseen down in ze spoiler
Spoiler:
god i do love diving into the fourms and finding gems like this
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
Byond Username: DemonFiren

Re: EMP overhaul

Post by DemonFiren » #352633

>breaking lights
>uncommon

also we already have ghetto emps
it's called uranium+iron
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non-lizard things:
Spoiler:
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naltronix
Joined: Wed Aug 02, 2017 9:33 pm
Byond Username: Naltronix
Location: inside of a singularity, send help

Re: EMP overhaul

Post by naltronix » #352638

its also called gated behind mining as an assistant unless cap gives you access
I play as Asia Maclagan on Bagil, I dont play on Sybil often.

memes lie unseen down in ze spoiler
Spoiler:
god i do love diving into the fourms and finding gems like this
Image
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Qbopper
Joined: Fri Jul 10, 2015 6:34 pm
Byond Username: Qbopper
Github Username: Qbopper
Location: Canada

Re: EMP overhaul

Post by Qbopper » #352643

>giving assistants more ways to grief shit for no real reason

the emp ideas are whatever but we don't need more low effort griff tools for greyshirts dude
Limey wrote:its too late.
naltronix
Joined: Wed Aug 02, 2017 9:33 pm
Byond Username: Naltronix
Location: inside of a singularity, send help

Re: EMP overhaul

Post by naltronix » #352660

like i dont mind scrapping the ghetto emp shit, but if we had more varied effects that would be nice
I play as Asia Maclagan on Bagil, I dont play on Sybil often.

memes lie unseen down in ze spoiler
Spoiler:
god i do love diving into the fourms and finding gems like this
Image
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cedarbridge
Joined: Fri May 23, 2014 12:24 am
Byond Username: Cedarbridge

Re: EMP overhaul

Post by cedarbridge » #352681

EMP is already powerful enough. You don't need the ability to 1shot borgs/AI, explode hallways, permanently fuck the entire medbay with a single EMP discharge.
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Yakumo_Chen
Joined: Fri Dec 11, 2015 10:08 pm
Byond Username: Yakumo Chen

Re: EMP overhaul

Post by Yakumo_Chen » #353132

EMP is already insanely powerful and we don't need to encourage doing it more.
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Y0SH1M4S73R
Joined: Sun Nov 29, 2015 10:50 pm
Byond Username: Y0SH1_M4S73R
Github Username: Y0SH1M4S73R

Re: EMP overhaul

Post by Y0SH1M4S73R » #353236

I believe this could work quite well if the scaling of event likelihood was balanced properly, however -
Yakumo_Chen wrote:EMP is already insanely powerful and we don't need to encourage doing it more.
Keeping the destructive potential that EMP already has would make these events OP. If this event-based EMP system were to be implemented, it should be complemented by the removal or reduction of EMP damage.
naltronix
Joined: Wed Aug 02, 2017 9:33 pm
Byond Username: Naltronix
Location: inside of a singularity, send help

Re: EMP overhaul

Post by naltronix » #353242

the point is, is that emps are just one thing
if we can reduce the size of emps and make the destructive events rare, then people will think to use it more as one emp doesnt fuck the AI's sight
I play as Asia Maclagan on Bagil, I dont play on Sybil often.

memes lie unseen down in ze spoiler
Spoiler:
god i do love diving into the fourms and finding gems like this
Image
Image
Image
Image
Image
Image
Image
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cedarbridge
Joined: Fri May 23, 2014 12:24 am
Byond Username: Cedarbridge

Re: EMP overhaul

Post by cedarbridge » #353253

naltronix wrote:the point is, is that emps are just one thing
if we can reduce the size of emps and make the destructive events rare, then people will think to use it more as one emp doesnt fuck the AI's sight
Why does it need more things? It already has a huge list of stuff that it does and most of it is very powerful. There's little reason to turn an already powerful item into a slightly smaller radius spammable explosives generator/feature deleter.
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