Difference between revisions of "Implants"
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===Access=== | ===Access=== | ||
Grants implantee access to certain areas, as granted by a [[Head of Personnel]], essentially working like an implantable ID card. Lasts for either 2 charges (e.g. unlocking 2 doors) or indefinitely if the Personal Equipment Manufacturer is hacked. | Grants implantee access to certain areas, as granted by a [[Head of Personnel]], essentially working like an implantable ID card. Lasts for either 2 charges (e.g. unlocking 2 doors) or indefinitely if the Personal Equipment Manufacturer is hacked. | ||
===Loyalty=== | |||
<strike>Brainwashes you into NT loyalty </strike>Prevents you from becoming a [[Revolutionary]]. A few of these spawn in Security next to the spare cuffs boxes, and more can be ordered from the [[Quartermaster]]. | |||
==Traitor Implants== | ==Traitor Implants== | ||
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==Discontinued Implants== | ==Discontinued Implants== | ||
===Security=== | ===Security=== |
Revision as of 01:43, 5 June 2017
Implants are subdermal devices injected into a player using an implanter or implant gun. They can also be removed surgically - please refer to Doctoring for more information.
Science/Medical Implants
Machine Translator
Allows humans to communicate on the secure frequency used by the AI and cyborgs by adding :s before their speech. Good for clandestine communication with a subverted AI, or keeping in touch when regular radios fail.
Tracking
The coordinates of anyone implanted will appear on a space GPS, and their name will show up on the list of destinations for the teleport computer, allowing people to teleport right on top of you. Available on the bridge and telescience.
Health
Monitors the implantee's health and replaces the default health indicator with a more detailed readout, including an as-needed notification for radiation. It also alerts medical PDAs when the implantee is in critical condition or dies. Last but not least, their medical record is updated in real time, which can be accessed with a medical computer or the equivalent PDA program.
Access
Grants implantee access to certain areas, as granted by a Head of Personnel, essentially working like an implantable ID card. Lasts for either 2 charges (e.g. unlocking 2 doors) or indefinitely if the Personal Equipment Manufacturer is hacked.
Loyalty
Brainwashes you into NT loyalty Prevents you from becoming a Revolutionary. A few of these spawn in Security next to the spare cuffs boxes, and more can be ordered from the Quartermaster.
Traitor Implants
Freedom
See Syndicate Items.
Microbomb and Macrobomb
See Syndicate Items.
Mindslave
See Syndicate Items.
Deluxe Mindslave
See Syndicate Items.
Discontinued Implants
Security
Tasers used to backfire on you unless you had one of these. Security implants were eventually scrapped along with implant locks. Freedom implants also let you use tasers, but because they had another use, they still exist.
Blood Monitor
If the implantee died, the blood monitor was supposed to alert the medical staff by updating their medical record. These were nigh-useless, as no one ever checked said records. Superseded by health implants.
Mindslave 2.0
See Spy.
Objects and Items | |
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Equipment by Department |
General · Janitor · Engineering · Mining · Medical · Science · Security |
Machinery | Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants |
Clothing | Clothing |
Catering | Plants & Hydro Equipment · Foods & Drinks |
Weapons | Syndicate Items · Guns · Grenades · Bombs |