# Rigsuits "Resource Integration Gear" - Old hardsuits won't be removed **from the code**. They'll be renamed to voidsuits. Station hardsuits will be generally all replaced, though. - 3/20/21 - probably will do tgstation storage modules for rigsuits instead of separate modules, if only because it's easier for me. if it's too op we can reconsider. ## BRANCH WIP branch up: https://github.com/silicons/Citadel-Station-13/tree/rigsuits/code/modules/rigsuits ## tl;dr - Baystation modular hardsuits, only not baystation - Sidegrade to bag of holding + hardsuit at late game. Sidegrade to backpack + hardsuit for job only at early game. - most notable changes: - No hugbox ID card lock bullshit like RP has. You lose your suit you get it used against you. We already have a mindshield pin spam problem let's not have it apply to hardsuits too. - Well most of the mechanics are changed. - They'll be more power efficient than bay's, but they'll cost power just to use in a hostile environment, much like /tg/'s powered hardsuit power requirements. - They'll have a weight system to balance things like armor plating. - There'll be support for remote piloting without requiring someone in the suit at all, unlike bay's hilariously hacky system. - They'll have a damage system to balance the above. - **Rigsuit items and devices, especially those that can impact the world, will always have examine text + sprites, with examine text being minimum.** No invisible benefits. - Hiding a weapon in a rigsuit will arguably be more annoying/hard than doing it with a backpack. - Weapons will be semi verboten, especially ranged ones. I can see something like a drill or plasma cutter being usable from a RIG as a weapon, but I can't see anything stronger than a mounted combat knife or something. - Antagonist rigsuits.. now that'd be a possible exception. - Modules like the above that can affect the world will generally be disarmable. They'll be like toolset implants and similar, where it deploys into hand. - CDDA CBM slot system, ish. More on that later. - Sidegrade to "powergamer with hardsuit and backpack". No carrying backpacks other than in hands while using a rig at all. The rigsuit will provide functions. - There'll probably need to be something like built in holstering/whatnot for security rigs, as the above are pretty limiting regarding weapons. ## Availability - There'll be experiments on replacing some, or all of the voidsuits on station with rigsuits, depending on the maturity of how many modules are available. - Modules are printed from lathes. - ~~I may rewrite techwebs a little to make making new lathe categories less CBT~~ - The actual control modules will be cargo ordered, to match our existing hardsuit ecosystem. - I'd absolutely love to make them printable but the current material ecosystem is a binary yes/no, and "yes" shouldn't result in the entire crew being able to get spaceproof suits. - Most of them will come with only basic equipment. ## Control unit - The control unit holds the entire thing. Too bulky to ever put in a bag of holding. - The suit consists of helmet, chestpiece, boots, and gauntlet. - Control unit is how you perform maintenance on suits. The internal components are accessed from here. - Unlike bay, you can do maintenance on the suit while it's worn. - Repairs cannot be made while the suit is active **by the user themselves.** Taking things out and putting them in is possible. ## Suit - Suit pieces all have the same armor. Having all 4 deployed will be full body protection. - In general the above 4 pieces will be what the suit physically is. Code support for suits with less than those pieces, or more than those, will exist. - No "equip over" system for gloves and shoes. It's too shitcode with how bay does it and doing it right would take another massive refactor that I don't have time for. - There'll be options for insulation plating for gauntlets. Shocks hitting the user will instead damage the rigsuit or its equipment if you aren't insulated, but it will never hurt the user. - Users will be completely immobilized while suit is deployed if the power cell runs out. - Much like /tg/ hardsuits, temperature modulation will use power. It won't use a ton of power, but it'll use power. - Unlike bay, suits can deploy even if you're missing an arm/leg. It'll equip anyways. ## Internals, Power, Damage - The suit can hold a tank that's used both for internals and for jetpack. - To compensate, the jetpack module will be more efficient than a normal jetpack (but not faster), and will automatically shut off when the tank gets too low, to protect the user. - The suit will be powered by a cell. - Components may individually charge. Or not. Who knows. - Backup capacitor for suit temperature regulation that lasts a short time when the cell is dead. Recharges while the cell is live. You'll be able to live for 1-2 minutes with it, no more. - Running out of power kills every single component. The suit's sealing, deploy/undeploy, and armor plating will obviously be static. - The suit has damage per part. Armor will protect both the user and the suit itself. - For AI piloting reasons, if the user passes out while still in the suit for any reason, the suit itself will start taking far more damage than it usually does. This is so a living user won't have their suit shredded by weapons, but an AI controlled suit can still be shut down with normal weapons. - When a part is completely destroyed, any module in it will cease to function. - Fun effects ensue if multi-part modules get one of their limbs destroyed. See: jetpacks, magboots, etc. - Modules themselves can take damage, although this is rarer and not usually going to be a huge problem unless someone is .. say, spacetagging for half an hour with it or something :^) - Normal damage can obviously damage the suit. - EMPs will disrupt and damage the modules. - Suits are generally well shielded, you should expect to have to nearly magdump someone with an ion to completely kill their suit instantly. - Components exist for shielding against EMPs. - Uninsulated shocks will not hurt the user, but will damage and discharge the suit much like an EMP would. - Suits will be able to charge using cyborg rechargers, using cell swaps, or in some cases, just drawing directly from a recharger/cell charger~~/APC if you have something that'll likely be antag only~~ ## Armor - Armor protects both the user and the suit itself, in general. - For balance, weight is involved in the armor system. - Light armor might have no weight at all. Heavy armor will have more weight. - In general, RIGsuits as a whole will be optimized for environmental survivability, not heavy combat. Do not expect armor to be much more powerful than some of the better station hardsuits, and if you do get your hands on heavy armor, expect to be slowed from it. - Armor doesn't operate on slot system. There'll be space for a single armor plating module to determine most armor stats, a space for a rarer environmental protection module if you can get your hands on one (fireproofing is not free, yo), and a slot for gauntlet insulation. - Some control modules and suits aren't designed to have the best kinds of armor. Engineering suits probably shouldn't be able to equip heavy armor and be used as a tank. Generic security suits are probably not going to be optimized for surviving a plasma fire. ## Weight - Unpowered rigsuits are like trying to tow a tank. Bad idea to wear indoors, and don't even think of using a jetpack outdoors. - Powered rigsuits will be slightly faster than just wearing a normal hardsuit.. with no or light armor. - With heavy armor or modules you'll be slowed down for using it. ## Modules/Slot System - Slot system is somewhat like CDDA's CBMs. - Zones: head, torso, left arm, right arm, left leg, right leg - Modules that go in one arm/leg can be switched to the other. - Each suit has a limited amount of slots per area. This is determined by the kind of control module you're wearing. - Modules take different amounts of slots. Some modules might take multiple slots from multiple areas. - It'll be possible to prevent certain control units from holding certain modules, but likely unnecessary. - The general balance requirement for modules is that external effects like tools, drills, jackhammers, etc, all must have an inhand sprite and should operate like toolsets, where the item is deployed into the user's hand. - Module items are disarmable. They drop into the suit and are disabled for a short amount of time. - EMPs may also disable them. - Stunbatons and electrical stuns also disabling active modules. - Modules will come in a wide variety, and suits will fit a lot, to make up for the lack of backpacks. - Toolsets - Jetpack - Assisted movement to reduce speed penalties. - This will obviously be rare and costly in more ways than one, maybe being weaker if you have heavier armor to prevent overpowered configurations. - Plasma cutters, electrical welders - Drills - RCDs, RPDs, construction tools - Built in tablet (might just make this default per suit) - Some modules might hold materials, tools, etc - Medical pouches, pills, etc etc. - This might end up in modules that just add an inventory you can toggle. This'll be "fun" to handle codewise, but it's not impossible. - Engineering construction pouches, etc. - Cable layers with automatic functions - **Until a wide enough variety of modules are established for a specific job, rigsuits for that job WILL allow backpacks to be placed in the suit storage slot, to not make the initial testing ones useless.** - Yeah this is balance gray area, fight me, I can't code a few hundred modules at once. ## Built in modules - It's possible for a module to be unremovable. - If you somehow remove it anyways, it won't be insertable to a suit other than with admin shennanigans. - Most built in functions can be handled via that, but. - All suits have a variable-intensity headlamp. - Almost all suits will have magboots built in. - Both of the above requires the suit to be properly activated, and will use power. - You can still wear a belt with a suit. Furthermore, the suit will have a small amount of internal storage that can store 2-3 boxes worth of small items. - This'll be volumetric, not slot based, obviously. ## Interface/Attaching and Detaching - Suit interface will be UI buttons and tgui. No verb bullshit. - Things like storage modules will probably be accessed via the former via storage components. - Engaging and disengaging a suit takes longer than baystation. Unlike baystation, it won't be interrupted by doing things. Unlike baystation, the suit still functions as a voidsuit and armor/etc all applies while it's disengaged. - Suits can be deployed to function as a hardsuit by anyone. Suits can be disengaged via strip by anyone. - The latter is more for balance reasons, and the former is more for QoL reasons. - It'll take slightly longer than a normal hardsuit to rip off engaged rigsuit pieces from someone. - Unlike baystation, we probably won't make you have to cut the control unit off to remove an engageed suit from an unwilling pilot. Obviously, suits won't make you uncuffable either, because that's just asking for security to valid everyone (and not to mention overpowered). - Cutting seals will be a thing, and will make removal much faster. Otherwise, the control unit itself will take far longer to remove. - Components will have their own tgui subsections much like how modular computers work.