EMPs, Mechs, Silicons, and IPCs

EMPs, Mechs, Silicons, and IPCs

A design document by Markus

As this document is quite large, I fully expect it to be broken into smaller PRs and merged by themselves. Anyone is free to use ideas here for their own PRs on BeeStation.

Background

As it stands, EMPs are the Achilles heel of counters. It is a safe guaranteed way neutralize mechs, IPCs, and Cyborgs. With two of them having no method of countering this method. Mechs being the most resistant with the least amount of consequences from being hit by it while IPCs and Cyborgs are practically dead from a single weak EMP depending on the circumstances.

Goal

  • Give IPCs and Silicons options for avoiding, negating or mitigating the effects of EMPs while adding additional functionality to them.
  • Nerf and or buff mechs to keep mechs viable for antagonists and the station while making conflicts more interesting than Ion gun spam.

Method

Oil

The addition of another materials to remain operational would add another layer of difficulty for antagonists doing their evil deeds and more maintenance for the station to the flawless mechs. silicons and IPCs would use too and consume oil as they operate, some more than others. This would put pressure on the Chemist or Cargo to supply oil unless it is done by themselves in the case of antagonists.

Lacking oil will not make the mech, silicon or IPC inoperable but will significantly make its operation more difficult. Increased shooting time, increased reload time, slower movement and rotation and other negative effects.

Robotics and Medbay will come with an IPC medkit containing a welder, welder goggles, syringe, and four bottles of oil. Robotics could be supplied an oil drum and syringe instead. If there is no chemist, oil is available to be ordered by Cargo if needed.

Recharge Stations

Instead of exclusively keeping a mech recharge station and cyborg recharger at Robotics, they will be spread out over the station where it makes sense. However, the ones at Robotics would repair both mechs and cyborgs slowly (tier 2 parts on round-start).

EMP

Changing the EMP from being a purely damaging tool to being a utility for disrupting the operation of things would return it to not be a simple flawless counter to IPCs, mechs and silicons. Normally vision will not be disabled for the IPCs or Cyborgs for every EMP hit. Instead one or multiple effects will happen to the one hit by an EMP.

Mechs, IPCs and Silicons (the first three) will be affected by these effects:

  • Random side step, stepping into the direction of a wall will stun them.
  • Damage, pure damage.
  • Voice failure (can not talk or make any noises).
  • Temporary outage, disables the mech for a set time also making it immune to further EMPs until it is activated again.

Mechs

The less HP a mech has, the more damage the mech pilot will take from damage done to the mech. This will force mech pilots to not sit naked inside the mech and use adequate protection. If not, they will most likely bleed to death.

  • Random weapon switching.
  • Randomly toggle strafing, environment air and light. This would have a slight, slight chance of changing the pressure environment air is set to and could cause pilots without hardsuits and internals to die from the air pressure inside the mech.
  • Random mech voice notification.
  • Do_After ejection (unless cancelled). It will mostly be detrimental if the pilot is not aware of their situation or if the mech is directly disabled from the next EMP.
  • Slight burn damage to the pilot.
  • Disable a random equipment weapon for a longer time.
  • Electric discharge, shock nearby things (scales with battery charge).
  • Corrupt name, change random characters in the name with special characters.

IPCs

  • Randomly emote something exclusive to IPCs.
  • Disable a random hand.
  • Trip (stun).
  • Replay a random previous message.
  • Hit themselves with current active hand.
  • Disable limb (not stun nor hard-stun).
  • Disable vision (static).
  • Electric discharge, shock nearby things (scales with battery charge).

Silicons

  • Randomly emote something exclusive to silicons.
  • Temporary disable a random tool in the hotbar.
  • Replay a random previous message.
  • Toggle Cyborg connection to AI law sync.
  • Toggle Cyborg lockdown.
  • Reset Cyborg module.
  • Toggle camera connection.
  • Hit themselves with current tool.
  • Disable vision (static).
  • Electric discharge, shock nearby things (scales with battery charge).
  • Corrupt name, change random characters in the name with special characters.

Artificial Intelligence

  • Randomly emote something exclusive to silicons.
  • Replay a random previous message.
  • Give random ion law.
  • Delete randomly law.
  • Lockdown random cyborg.
  • Deal pure damage.
  • Disable vision (static).
  • Enable maintenance mode.
  • Make announcement with random long previous message (100 characters or more).
  • Toggle floorbolts.
  • State random ion law over common.
  • Voice failure (can not talk or make any noises).
  • Temporary outage, disables the mech for a set time also making it immune to further EMPs until it is activated again.
  • Change AI display icon.
  • Corrupt name, change random characters in the name with special characters.
  • Unlock combat abilities (MALF abilities with a VERY low chance).
  • Announce a random amount of randomly selected vox messages.
  • Bolt, shock or open random doors around the station.

IPC chameleon kit

A basic chameleon kit with the added functionality of protecting you from EMPs with a short cooldown. Can be toggled to outright negate EMPs or to mitigate EMPs. It is a difference between not being stunned at all at the cost of a longer cooldown or being stunned for a shorter time but with a much shorter cooldown.

Material Armours

Many different armours for anyone to create using either an autolathe or their own hands. These would mostly be for combat situations and would replace hardsuits unless it is space combat.

Material Effect
Iron Mitigating the effects of EMPs, sturdy against non-piercing brute, heavy weight.
Glass Breaks on blunt, change to reflect lasers, light weight.
Wood Great from blunt, change to be set on fire from lasers.
Plasma Set on fire from lasers, light weight.
Bluespace Crystal Teleport from blunt damage, will stun you.
Cooper Mitigating the effects of EMPs.
Uranium Sturdy against brute, heavy, irradiates you and those near you.
Titanium High change to reflect lasers, sturdy against non-piercing brute.
Plasteel Sturdy against brute, heavy weight.

Feedback

I’d like to hear what you think of these additions and changes! Many of the suggested changes are to move EMPs from damage dealing weapon to a utility weapon where it should be situated. I do very much enjoy the idea of these changes.

I’d love to hear what folks thinks of this, especially these gangs of folk!
IPC gang: @notebe96.
Silicon gang: @ColonelOrion and @Rust.
Roboticist gang: @Doktorwueue.
Security gang: @XeonMations, @Szczebrzeszyn and @Fronsis.

5 Likes

Tad bit thing unsure if its related on this topic but I do wish borgs were able to use swimming pools
alongside if suggestions are a thing can there be some new IPC hair choices.

Added note names are Important in my view it being forced to have parts of it changed can be a real moral blow main cases being viro or changelings turning everybody into more of themselfs. lots of cryos, SSDs and suicide commands.

I’m surprised ion carbine availability wasn’t addressed in this. Being able to spam infinite compact ion rifles is going to wreak havoc against any attempt at balancing Emps and ions if you don’t change it somehow. See how useless mechs are against security versus how potent they are against antagonists as it is now.

1 Like

If they become a weapon of utility rather than damage it won’t matter too much. You’ll use the ion gun to disrupt not to kill.

I love the suggestions for borgs an AIs

Not a huge fan of this for either AI or borg.

Mixed feelings about this one for again, both AI and borgs. Borgs could get it fixed, AI’s on the other hand can’t be renamed. So, Maybe not for AIs?

Don’t do this to an AI when all they can do is talk and Make noises, It’ll make them unable to RP

1 Like

Perhaps it’ll be a very low chance and or temporary?

Looks fun!
The lockdown and blindness errors are a bit too sucky tbh, an ai that can’t see may as well scream for help over comms then just AFK.

A borg that is locked down without anyone noticing in a maintenance tunnel would be functionally round removed unless there was a particularly attentive AI, screaming on .b notwithstanding.

The idea is that it’ll make Research Directors or AIs manage their Cyborg. It is one out of many protentional effects so it is not a guarantee. Plus, Roboticists can fix them too by opening up their wires and manually fixing them.

Keep in mind People care very little for borgs, and it can take a LONG time for Command to even get around to unlocking borgs. there are rounds where the RD’s computer isn’t visible due to a camera being out so AI can’t help. Also, If there is not a skilled person in robotics or anyone that can access the RD’s computer Good luck getting unlocked by hacking within reasonable time.

How about I Suggest something Alternative to Lockdown on borgs.
If a borg gets EMPed Give it a chance to gain a permanent Light Static Overlay on their Vision and force them to get Replacement Eyes(flashes) installed this will force some reliance on robotics

2 Likes

Great ideas overall, but I do have a concern for combat.

Before you make the borgs completely immune to EMPs I would recommend to consider, how the crew can combat them in case the AI becomes malf. The biggest issue with buffing borg combat capabilities are, how the crew are going to defend themself. I’ve had shifts, where the AI just steam rolls by gassing and or zapping anyone in their view and just converting them into borgs. Strong borgs will result in one side completely winning.

Remember, that the zap can stamina crit a seccie in 3 hits.

1 Like

In regards to EMPS, could do something similar to security cameras where you can add plasma to protect them against EMPs. A small mechanic that is overlooked but can turn the tide easily too. Just my two cents as a non-silicon player :slight_smile:

I can’t say much about MALF AIs as I rarely see them and I’ve never played as one. :confused:

Overall, I hope it would make their ability for continued smooth operation more difficult instead of doing pure damage to them.

Only non-silicons can add EMP protection, I think AIs has an ability to overcome this though but I am not 100% certain.

Hey, if we can ALSO get it so that EMPs don’t hard stun you for 15 seconds when you have a prosthetic arm, that would be great! :]
But yeah, this is honestly really nice, I like the idea of the mech changes that makes it a lot more dynamic than just big man sitting in big metal coffin. Though I do hope it’ll be easier to use items in your inventory while in a mech if this got introduced.

1 Like

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