[Bounty] Blueshield Beacon addition + More QOL #3995
+30
−6
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About The Pull Request
The bounty part
Gives Blueshield a new option. C.H.R.O.M.O.T.A. Mantis Blades Cyberset. A box full of single use autosurgerons to use the cybernetic. (I'll touch on the Pros and cons of this in the next section.)
Why did we leave that again?
Moves Blueshields belt and telebaton from their locker into their spawn loadout.
Misc. changes
Random small things relating to blueshields relating to items name changes and desciption additions.
Why It's Good For The Game
C.H.R.O.M.O.T.A. Mantis Blades Cyberset. The good the bad and the other of choosing it.
Pros:
The blades give a inbuilt power crowbar if both are deployed. Meaning they have a soft AA akin to the CE if they take this. Being able to open any unbolted door in 5 seconds. I'll note while abusable if a bluey is using it to access places they should not be. (I.E. A head isnt in danger in that area or casual tiding.) This should be a breach of SOP for them. Hopefully much more common with the NT Representative's arrival.
Melee prowess. In combat, it gives a melee option comparable to the captain's Sabre. Having more chance to bleed/lacerate and bypass block chances as each blade attacks at the same time with half damage. But having zero block chance. This means any hit against them is going to go through. As carrying a shield severely cripples the effectiveness.
Cons:
Disarm? More like Delimb. As the blades implanted DIRECTLY into their arms. They can't be disarmed of their dedicated weapon mid-combat. While normal Blueshield's have the magnetic harness in their modsuit to help prevent this you can still steal their weapon or toss it into the void of space. This means they have some lethality as long as they live.
Oh god emp's. Emp's become a hard counter to blueshields because by taking a Terran CyberLink they will be hard stunned for 10 seconds if light emp. 20 seconds if hard EMP. If they get EMP'd with no support, from anyone else they will get massacred.
Current antagonists with inbuilt ways to emp's include,
This means 10/32 antagonists gain a hard counter to BlueShield. Usually at cheap prices. Honestly, that total number is smaller as plenty of antagonists they have no right or shouldn't really be dealing with command, and by proxy blueshields watchful gaze. Such as cyber police, plague rats, or fugitives.
Bringing a knife to a gunfight. By taking this they forgo all range options natively. Meaning if you fight them with a gun their only option is to chase after you with their mod suit module reducing the damage of bullets some.
Compatibility. As they have a TERRAN cyberlink they have to go through extra hassle and hurdles to be able to use low grade cybernetics. Not a major one but still notable.
Predressed
With recent changes to insure there is no way to increase blueshield job slots either manually or with random events. We can insure there is one blueshield and order things around that. All of the security starts with their belt, and all of command starts with their baton. So, so should Blueshield. The frontier medkit gets left in locker as CMO's still have to pick up their medical supplies from their locker.
Changelog
🆑
add: Added C.H.R.O.M.A.T.A Mantis Blades to Blueshield's armament beacon.
qol: Moved Blueshield's Belt and baton from their locker to their backpack.
spellcheck: Renamed and applied descriptions to various Blueshield items.
/:cl: