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mainframe_devices:emitters [2020/06/06 16:36] andrewmainframe_devices:emitters [2023/03/05 21:43] (current) – ,,walk onto a tile crossed by the beam'' miteusz
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 ====== Emitters ====== ====== Emitters ======
  
-**Emitters** are [[:security measures]] which emit laser beams. Depending on the type of Emitter, it is either impossible for an agent to walk through the beam, or there is a penalty for doing so. The type of emitter depends on the [[:corporations:|corporation]] the facility belongs to.+**Emitters** are [[:security measures]] which emit laser beams. Depending on the type of Emitter, it is either impossible for an agent to walk onto a tile crossed by the beam, or there is a penalty for doing so (even if the agent is disguised, for example by [[:items:holo_projection_mesh|Prism's Holo Projection Mesh]]). The type of Emitter(s) which appear in a facility depends on the [[:corporation]] the facility belongs to.
  
-Each Emitter is connected to a [[Power Supply]] which can be hacked or [[:rebooting|rebooted]] to disable or control the emitter. Emitters cannot be directly hacked as they do not have [[:firewalls]], but they can be rebooted using [[:items:EMP Packs]]. Additionally, an Emitter is always disabled when a [[:guards:|guard]] is in the beam, even if the guard is [[:KO|knocked out]] or [[:lethal damage|dead]], or a [[:guards:#drone]] under the agency's control.+Each Emitter is connected to a [[Power Supply]] which can be hacked or [[:rebooting|rebooted]] to disable or control the emitter. Emitters cannot be directly hacked as they do not have [[:firewalls]], but they can be rebooted using [[:items:EMP Packs]]. Additionally, an enemy-controlled Emitter is always disabled when a [[:guard]] is in the beam, even if the guard is [[:KO|knocked out]] or [[:lethal damage|dead]], or a [[:drone]] under the agency's control.
  
-Every [[:facility]] has exactly one Emitter along a 2--4 tile boundary which connects two rooms, except for [[:missions:Security Dispatch]] and [[:missions:Vault]] missions which have an additional emitter protecting the [[:facility#objective rooms|objective room]], and the [[:missions:Tutorial]] mission which has none. Except for emitters protecting objective rooms, there is guaranteed to be an alternative route between two rooms connected by an emitter which does not require disabling the emitter or going through it.+Every [[:facility]] has exactly one Emitter along a 2--4 tile boundary which connects two rooms, except for [[:missions:Security Dispatch]] missions and most [[:missions:Vault]] missions which have an additional Emitter protecting the [[:facility#objective rooms|objective room]], and the [[:missions:Tutorial]] mission which has none. Except for Emitters protecting objective rooms, there is guaranteed to be an alternative route between two rooms connected by an Emitter which does not require disabling the Emitter or going through it.
  
 ===== Beam Emitter ===== ===== Beam Emitter =====
  
-**Beam Emitters** emit non-lethal laser beams which agents can walk through, but if they do, the [[:alarm level]] is raised by 1 step. They appear in [[:corporations:FTM]] and [[:corporations:Plastech]] facilities.+**Beam Emitters** emit non-lethal laser beams which agents can walk through, but if they do, the [[:alarm tracker]] is raised by 1 step. They appear in [[:corporations:FTM]] and [[:corporations:Plastech]] facilities.
  
 ===== Laser Panel ===== ===== Laser Panel =====
 +[{{ laser_panel.png?168|A Laser Panel.}}]
 **Laser Panels** emit lethal laser beams which agents cannot walk through. If the [[Power Supply]] connected to a Laser Panel is hacked, then it can be enabled in order to block [[:guards:]]' paths. **Laser Panels** emit lethal laser beams which agents cannot walk through. If the [[Power Supply]] connected to a Laser Panel is hacked, then it can be enabled in order to block [[:guards:]]' paths.
  
-If an enemy-controlled Laser Panel is temporarily disabledbut then becomes enabled again while an agent is standing in the beam, it deals [[:lethal damage]] to the agentIf an agency-controlled Laser Panel is enabled while a [[:guards:|guard]] stands in the beam, it kills the guardand then the Laser Panel is [[:rebooting|rebooted]] for 6 turns.+While a Laser Panel is controlled by the enemyit deactivates whenever a [[:guard]] is in the beam, even when the guard is [[:KO|knocked out]] or deadOtherwise, whenever the Laser Panel is enabled, whether controlled by the enemy or the agency, it deals [[:lethal damage]] to any unit in the beam. In additionif the beam deals lethal damage to an enemy unit while controlled by the agency, then the Laser Panel is [[:rebooting|rebooted]] for 6 turns.
  
 ===== Infrared Emitter ===== ===== Infrared Emitter =====
 +[{{ infrared_emitter.png?168|An Infrared Emitter.}}]
  
-**Infrared Emitters** emit non-lethal laser walls which agents can walk through, but if they do, a random [[:daemons:|daemon]] is triggered and then the Infrared Emitter is disabled for the rest of the turn. They appear in [[:corporations:OMNI]] and [[:corporations:Sankaku]] facilities.+**Infrared Emitters** emit non-lethal laser walls which agents can walk through, but if they do, a random [[:daemon]] is triggered and then the Infrared Emitter is disabled for the rest of the turn. They appear in [[:corporations:OMNI]] and [[:corporations:Sankaku]] facilities.
  
 {{tag>incomplete}} {{tag>incomplete}}
mainframe_devices/emitters.1591461387.txt.gz · Last modified: 2020/06/06 16:36 by andrew