Additional Emagged Functions For Machines
Posted: Thu Apr 11, 2019 11:18 pm
I noticed that quite a few machines don't have any effects when emagged, so I decided to make a thread for putting emag effect ideas in.
Ideally, these interactions shouldn't give much of an advantage (since emags are already one of the best/strongest traitor items in the game), but should still provide an interesting interaction that someone could probably use for a gimmick (or laugh at when they discover it).
For example:
P.A.N.D.E.M.I.C.: Any future vaccines dispensed by the machine still act as normal vaccines, but also apply a random (mild?) brain trauma upon being added to a creature's system (sort of like how mutagen adds a random mutation upon the calling of on_mob_add()). If necessary for balance, these "tainted" vaccines could only apply a random brain trauma if their consumer doesn't have any brain traumas already (to minimize the effectiveness of tainted vaccines in smoke). Alternatively, make the tainted vaccines cause a special "autism" brain trauma that does nothing but show up on medical scanners.
Holopad: Lets you call other holopads without someone needing to accept the call at the receiving holopad. Alternatively, the emagged holopad (but not holopads that it calls (unless those holopads are also emagged)) automatically accepts all holocalls without those holocalls needing to be manually accepted.
Crew Monitoring Console: Turns the sensors of all jumpsuits currently on the same z-level as the crew monitoring console up to the "tracking" setting. Alternatively, sets the settings of all jumpsuits currently on the same z-level as the crew monitoring console to random levels ("none", "living", "exact vitals", or "tracking").
Does anyone else have any ideas to add to the list?
For reference, the existing list of emag effects is here: https://tgstation13.org/wiki/Emag
Ideally, these interactions shouldn't give much of an advantage (since emags are already one of the best/strongest traitor items in the game), but should still provide an interesting interaction that someone could probably use for a gimmick (or laugh at when they discover it).
For example:
P.A.N.D.E.M.I.C.: Any future vaccines dispensed by the machine still act as normal vaccines, but also apply a random (mild?) brain trauma upon being added to a creature's system (sort of like how mutagen adds a random mutation upon the calling of on_mob_add()). If necessary for balance, these "tainted" vaccines could only apply a random brain trauma if their consumer doesn't have any brain traumas already (to minimize the effectiveness of tainted vaccines in smoke). Alternatively, make the tainted vaccines cause a special "autism" brain trauma that does nothing but show up on medical scanners.
Holopad: Lets you call other holopads without someone needing to accept the call at the receiving holopad. Alternatively, the emagged holopad (but not holopads that it calls (unless those holopads are also emagged)) automatically accepts all holocalls without those holocalls needing to be manually accepted.
Crew Monitoring Console: Turns the sensors of all jumpsuits currently on the same z-level as the crew monitoring console up to the "tracking" setting. Alternatively, sets the settings of all jumpsuits currently on the same z-level as the crew monitoring console to random levels ("none", "living", "exact vitals", or "tracking").
Does anyone else have any ideas to add to the list?
For reference, the existing list of emag effects is here: https://tgstation13.org/wiki/Emag