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mainframe_devices:emitters [2020/06/26 16:33] – [Emitters] andrew | mainframe_devices:emitters [2023/03/05 21:43] (current) – ,,walk onto a tile crossed by the beam'' miteusz |
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====== Emitters ====== | ====== Emitters ====== |
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**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(s) which appear in a facility depends on the [[: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. |
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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. | 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. |
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Every [[:facility]] has exactly one Emitter along a 2--4 tile boundary which connects two rooms, except for [[:missions:Security Dispatch]] 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. | 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. |
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===== Beam Emitter ===== | ===== Beam Emitter ===== |
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**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. |
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===== Laser Panel ===== | ===== Laser Panel ===== |