Open Pixeltheaertist opened 6 days ago
Energy disperser, disperses energy into the ocean (Kills or crits anyone in the ocean)
I remember I was writing up ideas for what to put on their up link a while ago so I will just post everything I came up with here
Deception Adaptive Stamp (can change into any normal stamp through a right click menu similar to chameleon) 1BC Binary Translator Key (Same as standard) 1BC Central Command Encryption Keys (A encrypted network unique to the NT agents) 2BC NT Lobbying Bundle (just retheme the syndicate Lobbying Bundle) 4BC Announcement System Controller (Can be used to make announcements under any name or job title) 6BC Adaptive encryption key (Similar to a agent ID you can use it on encryption keys to gain their channels) 6BC
Disruption lubricant bundle (Contains 4 Bottles of space Lube) 1BC full tool belt (a full tool belt including welding mask) 2BC Evidence cleaning bundle (Contains a transparent bar of soap which leaves no residue, cleaning grenade and space cleaner spray bottle) 4BC
Implants loyalty Implanter (Similar to revolutionary brainwashing makes the target of the Implant loyal to NT and their agents) 10BC
Allies pAI (just a standard pAI) 1BC lawyer teleporter (Call in a lawyer to save you from the law, they are pacifists and cannot hurt people but could help you achieve objectives in other ways) 8BC Security teleporter (Call in a probably highly trained agent transferred from NTs very owner security force) 12BC
Pointless Flat pack arcade machine (distract your enemies using the power of NT block game) 1BC
IDEAS: NT vibroblade, a survival/kitchen knife with an activatable heat ability, functions as a very very slow welding tools when enabled.
Tech override card: just the NT version of the EMAG, since Trieste uses a lot of NT designs and systems this card allows traitors to interface with the system and do EMAG stuff
Plasma grenade: releases lit plasma into the room
Other magcell types: Disabler Magcell (converts your NT-brand weapon into a disabler), Superheated Magcell (bolts cause enemies to light aflame, at the cost of lower max charge), Unstable Magcell (bolts explode. Very high max charge, very low shot count)
Make the captain's sabre retractable into the hilt to be hidden
Chemistry kit: A duffel that contains vials full of lots of different types of chems, and makeshift chemistry machines. Maints chem lab rejoice!
Energy gloves: Activatable black gloves that have energy blades in the wrists. Makes your melee damage do increased heat and slash when enabled.
Bluespace grenade: Randomly teleport nearby victims upon activation.
Slashbang: like a flashbang, but shoots out knives. (Cuz it's fucking funny)
Fake briefcase: somehow has extra storage only accessible if a certain thing is done to it
Bluespace bag: looks like a normal backpack, but it's got extra storage.
Nanotrasen Science Long Fall Boots: allows you to fall off the platform without getting killed
Announcement Pad: Allows you to tap into the announcement system and make announcements.
Nanotrasen cap, jumpsuit, cloak, etc
Nanotrasen flag
NT calling card
Extreme Pressure Beachball: The beloved NT beachball, filled with extreme pressure air! Throw to cause a violent shockwave that throws targets back, or you forward!
Nanotrasen borging kit: Includes an MMI, a unique agent borg chassis compatible with MagCells, (maybe some sort of brain remover to make gibbing not needed), and a "special" module that works similar to the thief toolbox. Allows you to choose your borg's specialization.
NT shield belt: similar to DUNE's personal shields. Repels almost all projectiles, but the user takes increased melee damage. A big investment in BC, probably not allowed for cascade ops. It would give like -150% damage protection from melee weapons, but has a 100% chance to block projectiles.
As we all know, well, Trieste isn't the most popular settlement in the eyes of the megacorps. That's why we're going to have syndies and nanotrasen agents, (someone will come up with a nickname eventually)
As it turns out, the C# doesn't actually seem too hard to modify to give nanotrasen agents their own unique uplink, which is convinient. As it stands, we need some ideas on what will be in these uplinks. Also if someone else wanted to try and code it that'd be chill.
Currently: They'll use bluespace crystals instead of TC, they'll have the NT-22 unused pistol in the code, HOS energy shotgun, captain's sabre (maybe a bit duller), MK22, reflective vest, and what else?
Nanotrasen gear will have a heavier focus on NT technology, so laser weaponry, plasma, bluespace, etc.
Nanotrasen energy/particle weaponry will have an illegal power siphon that allows them to recharge at APCs, similar to how space ninjas recharge their gloves.
CURRENTLY CONTAINS:
Mk58
NT1984
Particle pistol
CBURN spare gear (shotgun, incendiaries, medipen)
Captain's sabre
Particle carbine
Bulletproof vest
Combat gloves
Storm-Blue hardsuit
Spare magcell
Advanced magcell (higher capacity)
experimental magcell (slowly slowly recharges itself)