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Powered Hardsuits (not modsuits) #335
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Powered Hardsuits (not modsuits) #335
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Engi hardsuits having radiation dampeners that eat up a shitton of power when active.
Let's regular engineers refill Singulo without giving them cancer instantly, but ensures they can't just chill out there to avoid everyone, they would have to put the suit back. You could scale power usage based on the amount of rads received.
CE suit can either just get inherent rad immunity like it always did (because it's a one time suit) or a significantly reduced power consumption, something inconsequential, CE goes through a lot.
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That was another idea I had but didn't include in this doc. I don't want to set any specific suit abilities in stone by including them here, but I do have ideas for what exact abilities every suit would have if this does get merged.
I do like the idea of power usage scaling based on the hostility of the environment though.
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I would like to avoid inherent noobtraps. I like the idea, but right now at least, getting exposed to 20,000C gasses for a microsecond just kills you no matter how fast you react, and for my poor moff friends, it also just fucking ashes you.
I'd like to see fire/absurdly dangerous Atmos protection possibly scale compared to how dangerous the Atmos is.
Think about it this way: a 5,000C atmosphere can be stomached perfectly fine. It would have little to no power draw, because 5,000C is not really outside a realistic realm for material resistance for an advanced hardsuit engineered for the conditions...
But a 20,000C environment? The suit is working HARD to keep the meaty organic inside cool as possible compared to the absolute hell outside. It would use a lot of power and Atmos techs would be encouraged to fix a problem as fast as possible rather than "this room is now 20,000C, have fun trying to catch me" and casually sitting in it all day.