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{{Royalty}}{{infobox main
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{{Royalty}}
| name = Jump pack
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{{Stub}}
| image = JumpPack.png
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<onlyinclude>
| description = A single-person burst rocket for short-ranged flight. With its integrated harness and guidance assistant, the jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses. <Br> Some spacer tech militaries have melee combat specialists who use jump packs to bypass obstacles and rapidly close with the enemy.
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{{infobox main
| type = Gear
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|name = Jump pack
| type2 = Utility
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|image = JumpPack.png|Jump pack
| tech level = Industrial
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|description = A single-person burst rocket for short-ranged flight. With its integrated harness and guidance assistant, the jump pack allows anyone to leap long distances at high speed, even over obstacles. It must be recharged after several uses. <Br> Some spacer tech militaries have melee combat specialists who use jump packs to bypass obstacles and rapidly close with the enemy.
| hp = 100
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|type = Gear
| marketvalue  = 645
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|type2 = Armor
| mass base = 3
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|hp = ?
| lifestage = Adult
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|marketvalue  = 645
| clothing for nudity = False
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|mass base = 3
| coverage = Waist
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|work to make = 14000
| layer = Belt
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|resources to make = {{icon|plasteel|30}} + {{icon|component|3}} + {{icon|chemfuel|100}}
| production facility 1 = Machining table
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|coverage = Waist
| research = Jump packs
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|layer = Belt
| work to make = 14000
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}}</onlyinclude>
| resource 1 = Plasteel
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The '''jump pack''' is an accessory added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight.
| resource 1 amount = 30
 
| resource 2 = Component
 
| resource 2 amount = 3
 
| resource 3 = Chemfuel
 
| resource 3 amount = 100
 
| skill 1 = Crafting
 
| skill 1 level = 4
 
| has quality = true
 
| defName = Apparel_PackJump
 
| thingCategories = ApparelUtility
 
| thingSetMakerTags = RewardStandardMidFreq, RewardStandardQualitySuper
 
| tags = PackJump
 
| tradeTags = ExoticMisc, Clothing
 
}}
 
The '''jump pack''' is an [[utility]] item added by [[Royalty DLC]] that allows its user to make rapid rocket powered jumps to a tile within range and in line of sight.
 
  
 
== Acquisition ==  
 
== Acquisition ==  
{{Acquisition}}
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As a complicated piece of technology, jump packs can only be made at the [[Machining table]] and requires [[Research#Jump Packs|Jump Packs]] to be researched in order to be constructed. Crafting the armor requires a crafting skill of 4 as well as {{icon|plasteel|30}} [[plasteel]], {{icon|chemfuel|100}} [[chemfuel]] and {{icon|component|3}} [[component]]s.
  
 
Alternatively, this item can be received as a quest reward.
 
Alternatively, this item can be received as a quest reward.
 
== Summary ==
 
When equipped, a jump pack is worn in the waist [[Utility|utility slot]]. Once the wearer is [[draft]]ed, it can be manually activated by the player to target any tile within a [[quality]]-dependent range and within [[line of sight]]. Therefore, a user can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping. The warmup time before jumping is affected by the [[Aiming Time]] stat of the wearer.
 
 
Pawns cannot be hurt mid-jump, even by explosions directly under them, but can still get hit during a short warm-up before jumping. Jumps must be manually initiated by the player through use of a gizmo available while the colonist is drafted and selected. Colonists will never independently use the jump pack, and NPCs will never use it at all.
 
 
Downed allies can be carried during a jump.
 
 
The pack allows the user to make up to 5 jumps before needing to be refueled, at a cost of {{icon Small|chemfuel||20}} chemfuel per charge. To refuel it, select its user and right-click a pile of chemfuel. The number of remaining charges is displayed on the gizmo.
 
 
{{Utility Note}}
 
  
 
== Analysis ==
 
== Analysis ==
Jump packs can allow melee fighters to quickly engage enemy gunners and force them into close combat, where the latter are generally at a great disadvantage. They can also be used to dodge explosives like mortar shells or grenades, jump over water, or to quickly escape / get into position, making them a useful utility both for brawlers and shooters. It can also be equipped on workers that frequent the edges of the map, as a [[manhunter pack]] or raid may catch them off guard.
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The jump pack allows the user to make up to 5 jumps before needing to be refueled, at a cost of {{icon|chemfuel|20}} chemfuel per charge. The user can jump anywhere within line of sight, so they can jump over [[Rock chunk]]s but not [[Wall]]s. Pawns cannot be hurt mid-jump, even by explosions right under them, but can still get hit during a short warm-up before jumping.
  
However, keep in mind it occupies the utility slot, and thus cannot be worn with a [[shield belt]] or other utility item. Consider using the [[locust armor]] if you wish to have both jump capability and another utility item. The downside of locust armor is its comparatively low sharp armor, standing at only 87% at normal quality, beaten by the [[flak vest]] at 100% and significantly outclassed by other power armors. The ability to use a shield belt may mitigate this disadvantage, and some utility items may be worth the lower armor to be able to properly deploy however.
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Jump packs can allow melee fighters to quickly engage enemy gunners and force them into close combat, where the latter are generally at a great disadvantage. Jump packs can also be used to dodge explosives like mortar shells or grenades, jump over water, or to quickly escape / get into position, making them a useful utility both for brawlers and shooters.  However, keep in mind it occupies the utility slot, and thus cannot be worn with a [[shield belt]] or other utility item. Consider using the [[Locust armor]] if you wish to have both jump capability and another utility item.
  
It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as [[archotech leg]]s. Nevertheless, the invulnerability granted while flying will often make any loss of time irrelevant.
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It is currently unknown if lower quality packs are actually faster than other methods of increase movement rates, such as [[Archotech leg]]s, however the invulnerability granted while flying will often make any time losses redundant.
  
 
== Quality Table ==
 
== Quality Table ==
 
The distance the user can jump is dependent on the quality of the jump pack.
 
The distance the user can jump is dependent on the quality of the jump pack.
<div><li style="display: inline-table;">
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<div style="float: left;">  
 
{{#vardefine:baserange|23.9}}  {{#vardefine:value| {{formatnum:{{Q|{{PAGENAME}}|Market Value Base}}|R}}}}
 
{{#vardefine:baserange|23.9}}  {{#vardefine:value| {{formatnum:{{Q|{{PAGENAME}}|Market Value Base}}|R}}}}
 
{| {{STDT| c_12 text-center}}
 
{| {{STDT| c_12 text-center}}
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|-  
 
|-  
 
!Value
 
!Value
| {{icon Small|silver|| {{Market Value | {{ #expr: 0.50*{{#var:value|}}}}}}}}
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| {{icon|silver| {{Market Value | {{ #expr: 0.50*{{#var:value|}}}}}}}}
| {{icon Small|silver|| {{Market Value | {{ #expr: 0.75*{{#var:value|}}}}}}}}
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| {{icon|silver| {{Market Value | {{ #expr: 0.75*{{#var:value|}}}}}}}}
| {{icon Small|silver|| {{Market Value | {{ #expr: 1.00*{{#var:value|}}}}}}}}
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| {{icon|silver| {{Market Value | {{ #expr: 1.00*{{#var:value|}}}}}}}}
| {{icon Small|silver|| {{Market Value | {{#ifexpr: {{ #expr: 1.25*{{#var:value|}}}} < {{ #expr: 500+{{#var:value|}}}} | {{ #expr: 1.25*{{#var:value|}}}} | {{ #expr: 500+{{#var:value|}}}}}}  }}}}
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| {{icon|silver| {{Market Value | {{#ifexpr: {{ #expr: 1.25*{{#var:value|}}}} < {{ #expr: 500+{{#var:value|}}}} | {{ #expr: 1.25*{{#var:value|}}}} | {{ #expr: 500+{{#var:value|}}}}}}  }}}}
| {{icon Small|silver|| {{Market Value | {{#ifexpr: {{ #expr: 1.5*{{#var:value|}}}} < {{ #expr: 1000+{{#var:value|}}}} | {{ #expr: 1.5*{{#var:value|}}}} | {{ #expr: 1000+{{#var:value|}}}}}}  }}}}
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| {{icon|silver| {{Market Value | {{#ifexpr: {{ #expr: 1.5*{{#var:value|}}}} < {{ #expr: 1000+{{#var:value|}}}} | {{ #expr: 1.5*{{#var:value|}}}} | {{ #expr: 1000+{{#var:value|}}}}}}  }}}}
| {{icon Small|silver|| {{Market Value | {{#ifexpr: {{ #expr: 2.5*{{#var:value|}}}} < {{ #expr: 2000+{{#var:value|}}}} | {{ #expr: 2.5*{{#var:value|}}}} | {{ #expr: 2000+{{#var:value|}}}}}}  }}}}
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| {{icon|silver| {{Market Value | {{#ifexpr: {{ #expr: 2.5*{{#var:value|}}}} < {{ #expr: 2000+{{#var:value|}}}} | {{ #expr: 2.5*{{#var:value|}}}} | {{ #expr: 2000+{{#var:value|}}}}}}  }}}}
| {{icon Small|silver|| {{Market Value | {{#ifexpr: {{ #expr: 5*{{#var:value|}}}} < {{ #expr: 3000+{{#var:value|}}}} | {{ #expr: 5*{{#var:value|}}}} | {{ #expr: 3000+{{#var:value|}}}}}}  }}}}
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| {{icon|silver| {{Market Value | {{#ifexpr: {{ #expr: 5*{{#var:value|}}}} < {{ #expr: 3000+{{#var:value|}}}} | {{ #expr: 5*{{#var:value|}}}} | {{ #expr: 3000+{{#var:value|}}}}}}  }}}}
 
|}
 
|}
</li><div>
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</div> <br style="clear:both" />
  
== Gallery ==
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== Version History ==
<gallery>
 
Gizmo jump pack full.png|The gizmo for ordering a pawn to jump. Includes remaining fuel supply.
 
Gizmo jump pack depleted.png|The jump gizmo, disabled due to insufficient fuel.
 
Jump pack takeoff.png|A pawn that has just taken off, leaving a fiery trail.
 
</gallery>
 
 
 
== Version history ==
 
 
* [[Version/1.2.2719|1.2.2719]] - Added
 
* [[Version/1.2.2719|1.2.2719]] - Added
 
* [[Version/1.2.2753|1.2.2753]] - Now require enough chemfuel to provide their initial fuel and one more component.
 
* [[Version/1.2.2753|1.2.2753]] - Now require enough chemfuel to provide their initial fuel and one more component.
* [[Version/1.3.3287|1.3.3287]] - Fix: Jumping resets "Fire at will" toggle.
 
 
 
== See Also ==  
 
== See Also ==  
 
*[[Locust armor]] - a set of armor that integrates a jump pack instead of taking the utility slot.
 
*[[Locust armor]] - a set of armor that integrates a jump pack instead of taking the utility slot.
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[[Category:Armor]]
 
[[Category:Armor]]
 
[[Category:Royalty]]
 
[[Category:Royalty]]
[[Category:Utility]]
 

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