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> Hazard Suits?, Like just out of Half-Life, yo?
ShadowDragon8685
post Dec 7 2005, 11:02 PM
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First off, stop me if I've simply missed existing rules for power suits.

Second, if not... I got this idea from my crowbar response on the criminals thread. So...

Just like Gordon's from Half-Life 2:

Hazardous Environment Suit Mk. 5.

STR +3
BOD +2 for damage resistance tests.
8/8 Armor.


If powered, suit reduces damage taken by one step, and looses power equal to the force of the attack. If the force of the attack is twice the remaining power, the suit can't reduce at all, and loses all remaining power. Suit can store up to 100 power, and is equipped to recharge from industrial, comercial, and residential power outputs, as well as draining various sorts of batteries the user may come across. (The power charged up should be up to the DM, but to give a good baseline, a full car battery should probably be 10 power. A more dense but still-portable battery should be about 15.)

The suit has an in-built flashlight. (For the purposes of not being stupid, we'll just call it infinate, since by 2060/2070, I'm sure they can power a flashlight FAR longer than any user will be afield, even if they do wind up going through all of Black Mesa.)
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Trax
post Dec 7 2005, 11:18 PM
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I thought the flashlight in HL to be pretty stupid, I mean, why does it lose it's charge so bloody fast? Same thing for the headlamp in FEAR. In HL2 if you use the flashlight and it drains of power, you can't run at all!
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stevebugge
post Dec 7 2005, 11:21 PM
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The Mil-Spec Armor in Fields of Fire was supposed to be powered, hardened, and envirosealed IIRC. However I don't remember it giving any attribute bonuses.
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ShadowDragon8685
post Dec 7 2005, 11:27 PM
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Ooooooooh, Enviroseal. I oughta remember to add that. :P
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Fix-it
post Dec 7 2005, 11:32 PM
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gordon's suit, while nifty looking, is pretty shittastic when it comes to protective ability.
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ShadowDragon8685
post Dec 8 2005, 01:13 AM
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With the intended helmet on, it would be good.

Besides, nifty looking is what we want. :P
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Aku
post Dec 8 2005, 03:23 AM
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i agree about that flashlight, dang, it hink a pair of D batts would give it more life than that thing has, for the light it gices,,, dear lord, the thing oughta bee like 1K redhead for the amount of power it sucks
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PoorHobo
post Dec 8 2005, 04:54 AM
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Maybe its a kinetic powered flash light. Charges while you move in the suit. When you turn it on it sucks the charge. Since nobody wanted to bother with an alternator for a lousy flashlight so it can't charge while its on.
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Mr. Man
post Dec 8 2005, 06:45 AM
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I like this Doom 3 flashlight explanation:

http://img28.imageshack.us/my.php?loc=img2...e=therewego.jpg

(Photoshopped, in case you were wondering)

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Kagetenshi
post Dec 8 2005, 07:25 AM
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In Doom III it made sense. You should have been able to hold both your pistol and flashlight at the same time, but if you duct-tape your flashlight to your shotgun and suddenly you need to pull out your plasmagun, where are you? Nowhere good, that's where.

The F.E.A.R. headlamp was silly, though. I liked the Pathways into Darkness approach: a flashlight with a listed battery lifespan of about eight days of continuous operation, in a game with about a six-day time limit.

~J
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mfb
post Dec 8 2005, 07:32 AM
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i dunno. if you can rationalize carrying that many weapons to begin with, the magical teleporting flashlight issue seems fairly trivial.
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hyzmarca
post Dec 8 2005, 11:42 AM
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If you can rationalize carrying that many weapons, carrying multiple flashlights should be trivial.
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Fix-it
post Dec 8 2005, 02:17 PM
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that's what was nice about fear, the amount of gear you were carying was ALMOST plausible, as opposed to completely ludicrous (Half-Life, Quake, Doom)
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PiXeL01
post Dec 8 2005, 02:43 PM
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Aw c'mon! We all know that in HL, Quake and so on you pull around an invisible cart for all your weapons and ammo. Eventhough in HL2 you have alot less ammo than in the first one and smaller weapons.
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Kagetenshi
post Dec 8 2005, 02:51 PM
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QUOTE (Fix-it @ Dec 8 2005, 09:17 AM)
that's what was nice about fear, the amount of gear you were carying was ALMOST plausible, as opposed to completely ludicrous (Half-Life, Quake, Doom)

I loved the game (enough to make me break my otherwise total embargo on buying the Windows versions of games), but this was one of the most annoying parts about it for me. So a pistol, a submachine gun, and a shotgun leaves me incapable of picking up another gun, but if I've got a rocket launcher and an assault cannon I can pick up something else just fine?

~J
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Mr.Platinum
post Dec 8 2005, 02:59 PM
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What do flash lights have to do with Shadowrun?
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Kagetenshi
post Dec 8 2005, 03:00 PM
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If you were in the game I ran where the party found itself in an abandoned factory on the edge of the Saar at night with no flashlights, you'd know.

~J
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Cray74
post Dec 8 2005, 03:21 PM
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QUOTE (stevebugge)
The Mil-Spec Armor in Fields of Fire was supposed to be powered, hardened, and envirosealed IIRC. However I don't remember it giving any attribute bonuses.

It wasn't powered in the sense of providing movement or stat augmentation - that was something discussed in "Shadowtalk" around the milgrade armor.

It was hardened armor by default, but the enviroseal was extra.
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