Hardsuit

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

Note that you can't always wear every hardsuit; some of them come with access restrictions, much like doors and other machines. At best, these hardsuits will only offer a limited portion of their overall capabilities in that they might power on but all the special modules won't work; at worst they won't even let you wear them at all, and will either refuse to engage or refuse to even settle comfortably on your back. Ouch!

List of RIGs

These are the Hardsuits you'll see most commonly around the station. They aren't the only models (surprise surprise, there are specialist military hardsuits floating around out there) but these are the only ones that are going to matter to you 99% of the time.

All of the suits listed below can also be ordered via Cargo for the "modest" sum of 150 supply points, but when acquired in this fashion they possess none of their default modules listed below. A fairly generous selection of additional modules can be supplied by R&D via the Protolathe, and a small selection of mining-oriented modules are available via the Mining Vendor.

Evasuit.png EVA (Extra Vehicular Activity)

A light rig for repairs and maintenance to the outside of habitats and vessels. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, and a cover lock. Provides immunity to biohazards and radiation, very strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers. It doesn't slow you down at all, which is pretty nice.

Modules:

  • Plasma Cutter: Costs five energy per use, capable of cutting through walls.
  • 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, helmet camera, heatsink, and a cover lock. It can also be equipped and configured much faster than other hardsuits. Provides immunity to biohazards and radiation, very strong defense against energy, very small defense against blunt force and explosions, and barely protects against ballistics and lasers. Field Medics may occasionally try to 'borrow' this for Exploration, but probably shouldn't.

Modules:

  • Maneuvering Jets: No energy cost, runs off of internal air tank for propulsion. Capable of stabilization.
  • Sprint System: Costs 50 energy per second as long as it's in use. Noticeably increases running speed.
  • PAT System: Highlight of the suit, allows you to open doors (that you have access to) before you reach them, which costs 10 energy per second. It can also override airlocks that you do not have access to in the event the AI doesn't have camera coverage of what you're trying to access or there's no Cyborgs around to help, which costs 1000 energy whether the override succeeds or not. Command and Security will be informed over their respective channels should the override succeed, so don't think of trying to use this for traitorous shenanigans unless you have an airtight explanation.
  • Mounted Chem Injector: Syringe mounted on your arm, capable of injecting Inaprovaline, Tricordrazine, Tramadol, or Dexalin Plus into a mob. Costs 50 energy to regenerate medicines as long as regen is enabled.

Amisuit.png AMI (Anomalous Material Interaction)

The Anomalous Material Interaction hardsuit protects against the strangest energies the universe can throw at it, and is the property of the Research Director; it can be found in the Director's Office, usually on a rack along with some other useful gear. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, AI suite, and a cover lock. Provides immunity to biohazards and radiation, very robust defense against exotic energy, strong defense against explosions, moderate defense against lasers and blunt force, and barely protects against ballistics.

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.
  • Mounted Drill: Costs 1 energy per use, mostly drills through rock. Can also drill through walls as long as they aren't reinforced.

Advancedsuit.png Advanced Voidsuit (CE's Hardsuit)

An advanced voidsuit that protects against hazardous, low pressure environments. Located in Chief Engineer's Office. Shines with a high polish. Basically a cooler EVA RIG. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, 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. Notable in that it shares the EVA hardsuit's lack of slowdown, so you can still get around quick.

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.
  • 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.
  • Meson Scanner: No energy cost, integrated meson scanners that are active as long as the helmet is deployed and the module is turned on.

Industrialsuit.png Industrial Hardsuit

A heavy, powerful rig used by construction crews and mining corporations. Located in Mining Equipment. Comes with integrated magboots, maneuvering jets, helmet light, helmet camera, heatsink, 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.

The Industrial Hardsuit is notable for being extremely heavy when powered off, slowing you down more than any other RIG. Make sure to fully engage it before heading out.

Modules:

  • Plasma Cutter: Costs five energy per use, capable of cutting through walls.
  • Mounted Drill: Costs 1 energy per use, mostly drills through rock. Can also drill through walls as long as they aren't reinforced.
  • Ore Detector: No energy cost, scans for ore around you. Useful for positioning drill heads.
  • 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.

Hazardsuit.png Hazard Hardsuit

Technically considered the 'Security Hardsuit' given its red-trimmed black body, the Hazard Hardsuit offers protection comparable to the Industrial Hardsuit above. It is not present in the Tether's Armory, but can be ordered from Cargo if needed. The crate itself requires armory permissions to unlock, meaning either the Warden or Head of Security are needed, unless one has some fairly specific (and destructive) tools at their disposal.

Compared to Security's voidsuits, the Hazard Hardsuit offers slightly more protection and utility given the additional modules, but is rarely called upon given it must be ordered and the modules must be supplied by the Science Department. Most of the time any threats to the station either do not warrant the use of the suit, or are beyond the suit's abilities to handle. As such you're more likely to see these requested by Explorers who want to prepare for the worst yet don't know that the Industrial Hardsuit offers slightly better protection and is far easier to get your hands on.

Modules: As an ordered Hardsuit, the Hazard RIG has no free/extra modules equipped. It does come with an airtank and magboots, and the helmet has a camera on the Security network.

Advanced Hardsuit

Advanced in giant airquotes; the main gimmick of this thing is that it uses a belt-mounted control module rather than one that you wear on your back, which technically leaves your back free for things like backpacks. It functions more like a weird voidsuit/hardsuit hybrid, as it only has the helmet and full-body suit components like a voidsuit. On top of that, it really doesn't offer any major perks over either hardsuits or voidsuits, except maybe that it can be produced by the Science department rather than ordered via Cargo. When activated, it looks a bit like the pilot voidsuits in that it's bland grey, but it instead has cyan-ish highlights.

Modules: As a printed hardsuit, the Advanced Hardsuit comes with no extra modules installed by default. But, since you clearly have access to a well-equipped Protolathe, you can just make some right there.

Hardsuit Operation

Most hardsuit control modules are meant to be worn on your back, and it may take some time to put it on. 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; the suit can automatically fit over almost all footwear and most gloves, but you'll need to remove any outer layers (such as cloaks or jackets) and headwear (such as berets or hardhats) before it can begin to calibrate. Certain bulky hand items may also impede deployment, so be sure to pay attention to the text window. Once calibrated, you will be able to move around freely with some speed penalty, depending on the suit. You are able to place your backpack (or satchel/dufflebag/equivalent) on the suit storage slot as long as the chestpiece is deployed.

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. Most of them don't, for obvious reasons.
  • 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.

Hotbar

As with many items, key Hardsuit Components will appear on the hotbar in the top left of your screen. The main three you will see are the helmet, torso, and boots, which toggle the helmet light, heatsink, and magboots respectively.

Note that if your hardsuit comes with a helmet camera (and most of them do), trying to engage the helmet lamp for the first time may instead synch the camera with local networks. This will allow anyone with access to an appropriate camera console to remotely view your status on the relevant network (EVA suits appear on Engineering, Hazard suits on Security, and so on) simply by selecting your name in the list, which might be useful if you're wandering out into space or in some kind of dangerous situation.

The heatsink is only necessary if you're a Synthetic, and drains power directly from the suit's main battery which puts it in direct competition with other modules.

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.

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 insert new components you've acquired;

  1. Swipe your ID over the control module.
  2. Crowbar the panel open.
  3. Insert the new components.
  4. When you're done, close the panel and swipe it again.

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.

Cover locks can also be disengaged via the the standalone operator interface panel in lieu of using your ID on the control module, so long as you're wearing the module and your current ID has the necessary accesses.

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