Difference between revisions of "Hardsuit Operation"

From Aurora Information Uplink
Jump to: navigation, search
(One more rig)
m (spaceacillin removal.)
 
Line 287: Line 287:
 
*Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
 
*Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
 
*Health Scanner: No energy cost, analyzer inside the RIG that's functionally identical to standalone analyzers.
 
*Health Scanner: No energy cost, analyzer inside the RIG that's functionally identical to standalone analyzers.
*Expanded Mounted Chem Injector: Syringe mounted on your arm, capable of injecting Tricordrazine, Tramadol, Dexalin Plus, Spaceacillin, Dylovene, Glucose, Hyronaline, or Radium into a mob. All medicines are limited to an 80u reservoir, but can be refilled by clicking the control module with a beaker of the correct medicine; the module will automatically filter the reagents to the correct reservoirs.
+
*Expanded Mounted Chem Injector: Syringe mounted on your arm, capable of injecting Tricordrazine, Tramadol, Dexalin Plus, Thetamycin, Dylovene, Glucose, Hyronaline, or Radium into a mob. All medicines are limited to an 80u reservoir, but can be refilled by clicking the control module with a beaker of the correct medicine; the module will automatically filter the reagents to the correct reservoirs.
 
*Leg Actuators: Costs 5 energy as long as it's enabled, 5 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap.
 
*Leg Actuators: Costs 5 energy as long as it's enabled, 5 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap.
  

Latest revision as of 07:55, 11 August 2019

This section or article is a Work in Progress.
Assigned to: VTCobaltblood

Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to complain on the forums or try summoning another staff member.

Not to be confused with voidsuits, the equipment that used to be called hardsuits.

Hardsuits (also known as Resource Integration Gear, or RIG) are robust and (somewhat) modular pieces of EVA equipment fitted with a plethora of different tools and modules to assist you in your job. They are more advanced than voidsuits. Hardsuit functionality can range from boasting high armor and combat-oriented tools to emergency rescue and built-in medical equipment.

Module Categories

RIGs have a limited list of supported modules. Each module has a category, and each RIG has a list of categories that it can support.

Every RIG can support modules of the general category. ERT Command, ninja, HAPT, Mercenary, TCFL and HK RIGs support any category except Vaurca.

RIG Utility Medical Light Combat Heavy Combat Special Vaurca
ERT-C
ERT-S
ERT-M
ERT-E
HAPT
Vaurca
NT Breacher
Breacher
Medical
AMI
Hazard
Combat
Industrial
EVA
CE
Hacker
Stealth
Ninja
Merc
Terminator
Military
Retro Military


Civilian RIGs

Evasuit.png EVA (Extra Vehicular Activity)

A light rig for repairs and maintenance to the outside of habitats and vessels. No set location. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards and radiation, very small defense against blunt force, and barely any protection against energy, lasers, explosions, and ballistics. The gloves are also insulated.

Modules:

  • Mounted Drill: Costs 1 energy per use, mostly drills through rock. Can also drill through walls as long as they aren't reinforced.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Mounted RCD: Variable energy cost based on configuration, basically a Rapid Construction Device in your arm.
  • Meson Scanner: No energy cost, integrated meson scanners that are active as long as the helmet is deployed and the module is turned on.

Rescuesuit.png Rescue Hardsuit

A durable suit designed for medical rescue in high risk areas. Located in Medical EMT Bay. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards and radiation, strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers.

Modules:

  • Mounted Chem Injector: Syringe mounted on your arm, capable of injecting Inaprovaline, Tricordrazine, Tramadol, or Dexalin into a mob. All medicines are limited to a 40u reservoir, but can be refilled by clicking the control module with a beaker of the correct medicine; the module will automatically filter the reagents to the correct reservoirs.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Health Scanner: No energy cost, analyzer inside the RIG that's functionally identical to standalone analyzers.
  • Medical HUD: No energy cost, integrated health HUD that is active as long as the helmet is deployed and the module is turned on.
  • Leg Actuators: Costs 5 energy as long as it's enabled, 5 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap.

Amisuit.png AMI (Anomalous Material Interaction)

An Anomalous Material Interaction hardsuit that protects against the strangest energies the universe can throw at it. Located in the Research Director's office and the Vault. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, strong defense against explosions, moderate defense against blunt force, small protection against lasers, and barely protects against ballistics. It is also resistant to EMPs.

Modules:

  • Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Alden-Saraspova Counter: No energy cost, exotic particle detector, mostly used to detect anomalies within a radius, providing the range of how far away potential anomalies are from your current position. Small cooldown after each use.

Advancedsuit.png Advanced Voidsuit (CE's Hardsuit)

An advanced voidsuit that protects against hazardous, low pressure environments. Shines with a high polish. Located in Chief Engineer's Office. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, AI suite, and a cover lock. Provides immunity to biohazards and radiation, small protection against explosions and blunt force, very small protection against lasers and energy, and barely protects against ballistics. The gloves are also insulated.

Modules:

  • Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Mounted Drill: Costs 1 energy per use, mostly drills through rock. Can also drill through walls as long as they aren't reinforced.
  • Mounted RCD: Variable energy cost based on configuration, basically a Rapid Construction Device in your arm.
  • Meson Scanner: No energy cost, integrated meson scanners that are active as long as the helmet is deployed and the module is turned on.
  • Leg Actuators: Costs 5 energy as long as it's enabled, 5 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap.

Industrialsuit.png Industrial Hardsuit

A heavy, powerful rig used by construction crews and mining corporations. Bought at the mining vendor. Comes with integrated magboots, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force, moderate protection against radiation and ballistics, very small defense against explosions and lasers, and barely protects against energy. It is also weaker to EMPs.

Modules:

Combat RIGs

Hazardsuit.png Hazard Hardsuit

A Security hardsuit designed for prolonged EVA in dangerous environments. Found in the Vault. Comes with integrated magboots, maneuvering jets, helmet light, and a cover lock. Provides immunity to biohazards, strong defense against blunt force and explosions, small protection against ballistics, very small defense against lasers and radiation, and barely protects against energy.

Modules:

  • Security Hud: No energy cost, integrated security HUD that is active as long as the helmet is deployed and the module is turned on.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Grenade Launcher: No energy cost, capable of launching 3 flashbang, smoke, and/or EMP grenades. Can be refilled by clicking the RIG with the grenade you want to load.
  • Mounted Taser: Costs 200 energy per use, effectively just a hands-free taser.

Modules:

  • NONE

Unique RIGs

ErtC.png ERT-C

A suit worn by the commander of an Emergency Response Team. Has blue highlights. Armoured and space ready. Provides immunity to biohazards and radiation, strong defense against blunt force, moderate defense against ballistics, very small defense against lasers and explosions, and barely protects against energy. It is also resistant to EMPs.

Modules:

  • Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.
  • Night Vision Visor: No energy cost, integrated night vision that is active as long as the helmet is deployed and the module is turned on.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Datajack: No energy cost, will download the station's research data if used on a console connected to the RnD servers. Typically used when research data much be secured.
  • Combat Leg Actuators: Costs 10 energy as long as it's enabled, 10 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap. This combat variant allows you to jump further, and you can leap at targets to achieve an immediate aggressive grab.

ErtE.png ERT-E

A suit worn by the engineering division of an Emergency Response Team. Has orange highlights. Armoured and space ready. Provides immunity to biohazards and radiation, strong defense against blunt force, moderate defense against ballistics, very small defense against lasers and explosions, and barely protects against energy. It is also resistant to EMPs.

Modules:

  • Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.
  • Meson Scanner: No energy cost, integrated meson scanners that are active as long as the helmet is deployed and the module is turned on.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Plasma Cutter: Costs five energy per use, capable of cutting through walls.
  • Mounted RCD: Variable energy cost based on configuration, basically a Rapid Construction Device in your arm.
  • Leg Actuators: Costs 5 energy as long as it's enabled, 5 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap.

ErtM.png ERT-M

A suit worn by the medical division of an Emergency Response Team. Has white highlights. Armoured and space ready. Provides immunity to biohazards and radiation, strong defense against blunt force, moderate defense against ballistics, very small defense against lasers and explosions, and barely protects against energy. It is also resistant to EMPs.

Modules:

  • Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.
  • Medical HUD: No energy cost, integrated health HUD that is active as long as the helmet is deployed and the module is turned on.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Health Scanner: No energy cost, analyzer inside the RIG that's functionally identical to standalone analyzers.
  • Expanded Mounted Chem Injector: Syringe mounted on your arm, capable of injecting Tricordrazine, Tramadol, Dexalin Plus, Thetamycin, Dylovene, Glucose, Hyronaline, or Radium into a mob. All medicines are limited to an 80u reservoir, but can be refilled by clicking the control module with a beaker of the correct medicine; the module will automatically filter the reagents to the correct reservoirs.
  • Leg Actuators: Costs 5 energy as long as it's enabled, 5 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap.

ErtS.png ERT-S

A suit worn by the security division of an Emergency Response Team. Has red highlights. Armoured and space ready. Provides immunity to biohazards and radiation, strong defense against blunt force, moderate defense against ballistics, very small defense against lasers and explosions, and barely protects against energy. It is also resistant to EMPs.

Modules:

  • Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.
  • Security Hud: No energy cost, integrated security HUD that is active as long as the helmet is deployed and the module is turned on.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Grenade Launcher: No energy cost, capable of launching 3 flashbang, smoke, and/or EMP grenades. Can be refilled by clicking the RIG with the grenade you want to load.
  • Mounted Energy Gun: Costs 200 energy per use, can be configured to fire either stun or lethal.
  • Leg Actuators: Costs 5 energy as long as it's enabled, 5 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap.

ErtJ.png ERT-J

A suit worn by the janitoral division of an Emergency Response Team. That's an actual division? Has purple highlights. Armoured and space ready. Provides immunity to biohazards and radiation, strong defense against blunt force, moderate defense against ballistics, very small defense against lasers and explosions, and barely protects against energy. It is also resistant to EMPs.

Modules:

  • Integrated Intelligence System: A very interesting AI suite that you can hook a pAI into, allowing it to assist you as long as the hardsuit is turned on. Assistance can range from using hardsuit modules to walking you around (perhaps when you're dead). AI Control must be enabled in the Hardsuit Interface in order for this to be useful.
  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Sign Fabricator: Costs 10 energy per sign. Deploys wet floor signs to inform crew about slipping hazards!
  • Cleaner Grenade Launcher: No energy cost, capable of launching 3 cleaner grenades. Can be refilled by clicking the RIG with a cleaner grenade in hand.
  • Decompiler: No energy cost, deconstructs and disintegrates most trash.
  • Leg Actuators: Costs 5 energy as long as it's enabled, 5 energy whenever it's used. Allows you to fall down holes without damage as long as it's enabled, and allows you to jump across gaps and onto ledges. The actuators do not need to be enabled in order to leap.

HaptCorrupt.pngHAPT

FILE TRUNCATED

Modules:

  • NULL

Breachersuit.png Unathi Breacher Suit

A cheap NT knock-off of an Unathi battle-rig. Looks like a fish, moves like a fish, steers like a cow. Found in EVA Storage. Comes with integrated magboots, helmet light, a helmet horn, and a cover lock. Provides immunity to biohazards, very strong defense against explosions, strong defense against blunt force, ballistics, lasers, and energy, and moderate defense against radiation. Headbutting does more damage.

Hardsuit Operation

Hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. Ensure that you are not wearing anything on the outer clothing or helmet slot. Once equipped, two new tabs will appear in the top-right of your screen with a handful of new verbs, the most important of them being Toggle-Hardsuit in the Hardsuit tab. Details on all verbs can be found below. Once the Toggle-Hardsuit verb is used, the hardsuit will deploy into your outer clothing, gloves, helmet, and shoe slots, and will begin calibrating to your anatomy. If you are already wearing shoes or gloves, then the hardsuit will fit over them automatically. Once calibrated, you will be able to move around freely with some speed penalty.

Hardsuit Tab

  • Configure Voice Synthesiser: Will allow you to toggle a voice synthesizer on and off, and lets you type in a voice to imitate. Obviously this will do nothing if your hardsuit does not possess the required module.
  • Deploy Hardsuit: Deploys all components immediately and simultaneously.
  • Engage Module: Summons a pop-up prompt with a list of modules to activate on your suit. Slow and clunky.
  • Open Hardsuit Interface: Opens a sleek window detailing modules, power supply, and suit permissions.
  • Select Module: Summons a pop-up prompt with a list of modules that will standby until you click. Slow and clunky.
  • Switch Vision Mode: Cycles through vision settings. Only useful if your hardsuit has a configurable visor.
  • Toggle Boots/Chestpiece/Gauntlets/Helmet: Un/Deploys the selected component.
  • Toggle Hardsuit: Turns the suit either on or off. The suit must be fully deployed to perform either of these tasks.
  • Toggle Module: Summons a pop-up prompt with a list of modules that you can toggle on or off. Slow and clunky.
  • Toggle Visor: Self explanatory. Won't work if your suit does not have a configurable visor.

Hardsuit Modules Tab

This is a nice tab to switch to if you don't like the game unfocusing when you select a standalone window/prompt. It will display your suit charge, modules, toggles on said modules, and how much energy it will take to perform actions with these modules. Any cost value ending in E means that the suit will consume that much energy immediately upon activation, while values ending in A means the suit will consume that much energy when the module is in use.

RIG Module Press

TODO

Maintenance

Hardsuits may need to be recharged or have their internals refilled, primarily the former, or perhaps the hardsuit itself is damaged. To conduct maintenance, do the following:

  1. Swipe your ID over the control module.
  2. Crowbar the panel open.
  3. For internals:
    1. Wrench the tank out.
  4. For power cell/control board:
    1. Screwdriver.
    2. Select which part you wish to remove.
  5. Crowbar and ID the control module to lock the suit back up.

To repair the hardsuit, remove the control module and do the following:

  • For scorches, use metal.
  • For punctures, use a welder.
  • For module damage, remove the module and use cable coil or nanopaste.
Gameplay Guides
Game Mechanics Guide to Controls, Guide to Combat, Guide to EVA, Guide to Voidsuits, Hardsuit Operation, Guide to Communication, Guide to Command, Guide to Paperwork, Guide to Station Procedure, Corporate Regulations
Civillian Guide to Food and Drinks, Guide to Hydroponics, Guide to Mining
Construction Guide to Construction, Guide to Advanced Construction, Guide to Construction Materials, Hacking
Engineering Guide to Atmospherics, Supermatter Engine, Setting up the Solar Array, Telecommunications, Shields
Science Guide to Research and Development, Guide to Toxins, Guide to Xenobiology, Guide to Xenobotany, Guide to Xenoarchaeology, Guide to Robotics, Guide to Telescience
Medical Guide to Medicine, Guide to Surgery, Guide to Chemistry, Guide to Virology, Guide to Cadavers
Security Guide to Security, Guide to Contraband, Corporate Regulations
Antagonists Wizard - Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist