Electromagnetic sensor: Difference between revisions

Editing pass (grammar, consistency, style)
 
(4 intermediate revisions by one other user not shown)
Line 30: Line 30:
<!-- END QBE -->
<!-- END QBE -->
{{Cybernetics data infobox}}
{{Cybernetics data infobox}}
 
{{Missing info|Lacks details about identification}}
'''Electromagnetic sensor''' allows the player to detect [[robotic|robotic]] creatures within an omni-directional radius of 9 tiles regardless of light level or [[Properties#Occluding|occluding]] objects. Similarly to {{favilink|Heightened Hearing  |Heightened Hearing}}, the implant only provides an outline of nearby robots, preventing the usage of [[looking|look]] for additional information. The Implant is not guaranteed to immediately identify entities, with some detected [[robots|robots]] initially being represented by the {{qud char|&K|?}} tile, which may take multiple turns to be fully identified. If an entity leaves the implant's radius for any reason, they may need to be identified again.
An {{name}} is a [[cybernetic]] that allows the player to detect [[robotic|robotic]] creatures within a radius of 9 tiles regardless of light level or [[Properties#Occluding|occluding]] objects. Similarly to {{f|Heightened Hearing}}, the implant only provides an outline of nearby robots, preventing the usage of [[looking|look]] for additional information. The implant is not guaranteed to immediately identify creatures, with some detected [[robots|robots]] initially being represented by a {{qud char|&K|?}} tile, which may take multiple turns to be fully identified. If a creature leaves the implant's radius for any reason, they may need to be identified again.


== Compute Power Table ==  
== Compute Power Table ==  
Line 116: Line 116:
{{Opinion}}
{{Opinion}}
===Advantages===
===Advantages===
*Only costs 1 license point and can be installed into any cybernetic slot, allowing a high degree of flexibility.  
*Only costs 1 license point and can be installed into any [[cybernetics|cybernetics]] slot, allowing a high degree of flexibility.  
*Relatively easy to find or purchase.  
*Relatively easy to find or purchase.  
*Can help prevent deadly early game ambushes from {{favilink| Chaingun Turret|plural}}.
*Can help prevent deadly early game ambushes from {{favilink|chaingun turret|plural}}.
*Immune to EMP blasts.  
*Immune to [[EMP]] blasts.
 
===Disadvantages===
===Disadvantages===
*Disrupts Auto-Explore and cannot be deactivated without uninstalling.  
*Disrupts auto-explore and cannot be deactivated without uninstalling.  
*Takes up a Cybernetics slot which could be replaced with the similarly functioning but broadly more useful {{Favilink|Penetrating Radar}}
*Takes up a cybernetics slot which could be replaced with the similarly functioning but broadly more useful {{favilink|Penetrating Radar}}.


==Tips==
==Tips==
*Entities detected by the implant can be manually fired upon, this works with {{favilink|phase-adaptive scope}}, allowing the user to attack visible enemies through walls.
*Creatures detected by the implant can be manually fired upon. This works with {{favilink|phase-adaptive scope}}, allowing the user to attack visible enemies through walls.
 
* Unlike penetrating radar, this implant is capable of detecting creatures through {{favilink|forcefield|plural}}, letting the user use a phase-adaptive scope to target {{favilink|chrome pyramid|plural}} from a safe distance through walls.   
* Unlike Penetrating Radar, this implant is capable of detecting entities through {{favilink|forcefield|plural}}, letting the user use Phase-Adaptive Scope to target {{favilink|chrome pyramid|plural}} from a safe distance through walls.   


{{Cybernetics Navbox}}
{{Cybernetics Navbox}}


[[Category:Cybernetics]]
[[Category:Cybernetics]]