Wearable Hypermobility Powersuits

Discussion in 'Approved' started by Cheffy, Apr 16, 2024.

  1. Cheffy

    Cheffy La Creatura Bronze Donator

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    Name: Hypermobility Powersuits, HPs, Racing Suits, Speedsuit, Rapid Response Unit, RROU

    Description:
    Hypermobility Powersuits are specialize suits of equipment have varied appearances from sleek and aerodynamic, to bulky and armored (often only cosmetic due to weight limitations) in appearance. Though universally they are full-body and covered in dozens of micro-particle thrusters to allow for their rapid movement, and a pair of larger thrusters set into the back for rapid forward momentum.

    Abilities:
    Speed:
    HPs allow a wearer to move at incredible speeds when moving in a straight or slightly curved line, and high speeds when moving to the sides or backwards due to its thrusters and anti-gravity. Forward movement is roughly 20m/s, while lateral and reverse movement is roughly 10m/s. This movement still takes time to build up to, as well as slow down from, over the course of several seconds. For example, when a user chooses to activate an HPs' movement, speed increases at a rate of 4m/s for forward, 2m/s for lateral and reverse until the maximum has been reached.

    Dashing: HPs can be used to rapidly dash in any direction, covering up to 10 meters in distance in one turn. This can also instead be used to immediately halt an HPs movement. However, dashing has a twenty seconds (four turns) cooldown before it can be used again.

    Conditional Abilities:
    Hovering: HPs allow for a user to hover high above the ground using more powerful gravitic channels. In Earth-like gravity, HPs are able to hover ten meters off of the ground after spending five seconds (one turn) powering up the anti-gravity. Depending on if the gravity is higher or lower than Earth-like, the maximum hover height will change. For example, 1.5x Earth-like gravity will only allow for five meters off of the ground, while .5x Earth-like will allow for fifteen meters off of the ground. This in tandem with their thrusters allow for a form of flight, however limited it may be.

    Limitations:
    Impact:
    HPs are designed to protect a user from the extreme speeds they move at for the most part, however directly colliding with something when dashing or in movement is likely to break bones and heavily bruise the area that makes contact.

    Weakpoint: HPs have one major weakspot, even when built with armor in mind. The largest thrusters on their back present an obvious target, and if destroyed leave a user unable to have any faster forward movement than they would without an HP and removes the ability to dash forward.

    Armor: To account for their ability to be incredibly agile, HPs cannot be armored in anything stronger than light armor. However, most HPs are simply unarmored and made to look cosmetically pleasing. Additionally, HPs can’t be worn over or under armor.

    Strength: HPs don’t give any additional strength to the user, instead putting all of their mechanisms towards mobility. Any weapons carried by a user must be lifted with their own strength.

    Weight: HPs are designed with a specific user in mind, however there is an upper limit to the system in terms of weight. The soft limit of an HP is 110kgs (240lbs), however an HP has a hard limit of 150kg (340lbs). When a user surpasses the soft limit, the forward and lateral movement is half of their current values. If a user surpasses the hard limit, the HP cannot be used.

    Power: The power consumption of an HP’s particle thrusters and hover technology are incredibly high, this leaves most suits only able to operate for two hours at most without recharging or swapping out their batteries. However a user can instead install dense-electron batteries, which increase the maximum operation time to six hours- though leave the user at risk of exploding like a very large bomb if they are damaged. The batteries are typically stored along the thighs and abdomen, and are numerous enough that outside of when they are replaced with dense-electron batteries, destroying them is unlikely to impact operation time.

    Augmentation: Unfortunately, to properly control an HP a user must undergo implantation of a neural Hard Link to properly transmit the information required and understand the movements that they will be undergoing.

    Conditional Limitations:
    Rapid-Stop:
    Halting movement multiple times with boosts in a short period will potentially lead to medical issues such as blood clotting, bruises, and in extreme cases for extended use- veins imploding. Short periods equate to roughly five minutes, while an extended period is around ten minutes. However, rapidly halting movement after twenty four seconds of speed buildup will instantly and almost guarantee the above injuries, to avoid this a user must slow down on their own.

    Combat: When using an HP in combat, there are a number of things a user must consider. The first is that blunt melee weapons will send a user spinning off course on impact, while swords- assuming they aren't stopped and are able to cut through a target- will not. Additionally, most firearms will be incredibly difficult to use at the speeds an HP can reach which may interfere with aiming.

    Electromagnetic Susceptibility: If an HP is hit by an EMP, it shuts down for three turns and its speed is reduced to 10m/s for forward movement and 5m/s for lateral movement until the suit undergoes repairs.

    How does it work:
    HPs function by utilizing anti-gravity technology akin to grav-skates to make a user hover just barely off of the ground to remove friction, alongside many particle thrusters built into the arms, torso, and legs- the largest of which are set into the back to provide rapid thrust in a chosen direction. All of this is built into a full-body suit that has a gel-padded underlayer to ensure that most users won’t suffer severe injury from the rapid movements.

    Flavor text:
    Initially designed for exploration and emergency response due to their highly mobile nature, HPs quickly caught the attention of a variety of other organizations due to the speed and hover capabilities inherent to the design- from militaries intending to use them for scouts, to movies and racing for the daredevil speeds and rapid directional changes. In the modern day, HPs serve a variety of functions for various organizations and individuals, from scouting or combat, to simple enjoyment of the ability to quickly move. But one of their most popular uses remains in the sports scene, where entire circuits have been designed with users to traverse through at high-speeds and between tight gaps.

    Referenced Technologies:
    https://lore.galactic-citizen.com/en/technology/transportation/propulsion/particle
    https://galactic-citizen.com/threads/gravskates.3169/
    https://lore.galactic-citizen.com/en/technology/medical/Neural-Links
    https://lore.galactic-citizen.com/en/technology/transportation/propulsion/gravity

    Attainability:
    [Open]

    Tags: [Civilian]

    Category: Wearable

    Other: HPs cost around 50k pixels for a single suit, purchasing one is a significant investment.
     
    Last edited: Apr 22, 2024
  2. Yz2

    Yz2 Galactic Enforcer Staff Member Community Monitor Gold Donator

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    Hi! I'll be grading this app. Pending for now.

    First question: Is 'Speed' and 'Boosting' different?

    I'd like clarification on whether instantly boosting yourself forward is any different from passively using it to build up speed. The implication of the 'Speed' section is that it can be perpetually used to accelerate at a rate of 4m/s, building up to 20m/s (72km/h) like a human-sized car. However, 'Boosting' says '10 meters in a turn', which is way less than that, at 2m/s with a turn being 5 seconds in GC crp. While I understand the momentum-halting use, I'm confused as to how the rate of the Boosting ability would be useful. Was it meant to be something like an instant 10m/s burst instead?
     
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  3. Cheffy

    Cheffy La Creatura Bronze Donator

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    Edited for some clarification after discussion in DMs!

    Boosting has been changed to Dashing as to be more clear on its intended use case- which is rapid maneuvering and repositioning, rather than being used to increase your own speed faster. Ten meters in a turn is correct, and has also been changed to 'up to ten meters in a turn' to allow for more flexibility with how far someone wants to go.

    Also separated combat weaknesses into its own separate thing in conditional limitations rather than being a part of the Impact limitation.
     
  4. Yz2

    Yz2 Galactic Enforcer Staff Member Community Monitor Gold Donator

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    That's all the questions I had. First pass!
     
  5. zirconzz

    zirconzz da guy Staff Member Community Monitor Gold Donator

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    Second pass. I can't wait to smash into a wall at high speeds and break every bone in my body.