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items:hologram_projector [2020/06/21 18:17] – turtlingherd | items:hologram_projector [2024/02/29 22:16] (current) – Moved some text around stoneware |
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[{{ hologram_projector.png|Hologram Projector icon}}] | [{{ hologram_projector.png|Hologram Projector icon}}] |
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The Hologram projector is a [[:throwable]] item that when thrown creates an object that provides [[:cover#soft cover]] to any agent standing next to it. Unlike most objects that provide [[:cover#soft cover]], the Hologram projector allows both agents and guards to move onto its tile (and [[:guards]] will ignore its existence for pathing purposes). The Hologram projector does not provide [[:cover#soft cover]] on its own tile in any direction. | The Hologram projector is a [[:throwable]] item that when thrown creates an object that provides [[:cover#soft cover]] to any agent standing next to it. |
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The Hologram projector makes [[:noise]] in a 1 tile radius, and therefore will cause all human [[:guards]] coming within 1 tile of it to investigate it. | Unlike most objects, a Hologram Projector allows both agents and guards to move onto its tile, where it will provide no cover in any direction. |
| [[:Guards]] will ignore the projector's existence for pathing purposes. |
| Agents behind a Hologram Projector will ambush a guard that walks into the projector's tile. |
| A Hologram Projector can be deployed directly on top of an agent. |
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It can be picked up by both agents and guards on its tile, and guards will only pick it up or care about it if they investigate on its tile (but because it makes noise, human guards usually will investigate its tile if they come in its sound range, unless they see something else before picking it up). Once picked up by either an [[:agent]] or [[:guard]], it will be on cooldown for 1 turn and cannot be thrown until that wears off. [[:guards#Drones]] usually will not pick up the Hologram projector unless they happen to investigate its tile for some other reason, as they cannot hear [[:noise|sound]]. | An agent standing on top of a Hologram Projector can walk out of overwatch and into the projector's soft cover without getting shot. |
| Throwing a Hologram Projector while overwatched will result in the agent being shot, except when the projector provides cover to the agent. |
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Any guard that picks up the Hologram projector will become [[:guard_behaviour#alerted]]. If the Hologram projector gets picked up by a guard, an agent can [[:stealing|steal]] it back from the guard. | The Hologram projector makes [[:noise]] in a 1.5 tile radius, and therefore will cause all human [[:guards]] coming onto its tile or any of the eight tiles adjacent (either orthogonally or diagonally) to it to investigate it. |
| Any guard that hears the Hologram projector will become [[:guard_behaviour#alerted]]. |
| It will not trigger [[:mainframe_devices|sound bugs]], however. |
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| It can be picked up by both agents and guards on its tile, and guards will only pick it up or care about it if they [[:guard_behaviour#investigating|investigate]] on its tile (but because it makes [[:noise]], human [[:guards]] usually will [[:guard_behaviour#investigating|investigate]] its tile if they come in its sound range, unless they see something else before picking it up). |
| If the Hologram projector gets picked up by a guard, an agent can [[:stealing|steal]] it back from the guard. |
| Once picked up by either an [[:agent]] or [[:guard]], it will be on cooldown for 1 turn and cannot be thrown until that wears off. |
| [[:guards#Drones]] will not pick up the Hologram projector unless they happen to [[:guard_behaviour#investigating|investigate]] its tile for some other reason, as they cannot hear [[:noise|sound]]. |
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| Throwing the Hologram projector into a vision (either primary or peripheral) of a guard will alert him. His interest point will be a tile into which the Hologram projector was thrown. However, a security camera will not increase an alarm tracker in a response to throwing the Hologram projector into her vision. |
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{{tag>incomplete}} | {{tag>incomplete}} |
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