![]() |
Ideas to make cyborgs' modules more useful. - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Ideas to make cyborgs' modules more useful. (/showthread.php?tid=14458) |
Ideas to make cyborgs' modules more useful. - DJ-Fireball_did_this - 05-12-2020 Currently, the only cyborg modules that I find worth using are medical, mining and engineering. And mining is the only one that usually seems any different from a human doing the job. Medical is also very clunky and inefficient, especially when you need to move fast to save some guy's life. It also can't preform much surgery due to the fact that you can't really manipulate organs. I suggest some modifications to how modules work to fix these problems. (Side note: How do modules actually work, physically in-universe? That would be useful to know for suggestions.) In general:
RE: Ideas to make cyborgs' modules more useful. - Technature - 05-12-2020 (05-12-2020, 01:39 PM)DJ-Fireball_did_this Wrote: Brobocop: Brobocop clicks the pen. X826 RE: Ideas to make cyborgs' modules more useful. - zjdtmkhzt - 05-13-2020 Don't have much of an opinion on these changes, since I don't really play borg, just wanted to chime in that organ surgery is already possible for borgs since a recent PR, I think? https://github.com/goonstation/goonstation/pull/449 RE: Ideas to make cyborgs' modules more useful. - Tiggersaurus - 05-14-2020 As a Borg main I disagree with a fair few things, I'm on mobile+on strong painkillers atm so I'll try+go into more detail later. Zjdt is correct, with the addition of drag+drop organs Borg can now insert organs, even stake limbs back on. I'll agree that some of the modules need tweaking but some of the things you listed as pointless I don't think are. The basic tools that are shared across all modules I use on a regular basis, especially the omnitool+cell cables (can't remember exact name, the one you can charge APCS). The latter especially useful to quickly get medbay back up after disabling a powersink. Also not all modules get the fire extinguisher. Scrolling left/right Vs up/down. From a personal standpoint I find being able to quickly scroll up+down via mouse easier due to mobility issues, while you could scroll the other way, it would possibly be more clutter having it at the top or bottom due to other things already being there on the UI. I don't agree with restricting modules to heavier Borg. While half the time I can get upgraded to a less fragile body, in reality it's very hit+miss as to whether you'll have a roboticist or someone to help you. It's hard enough getting someone to wack a module in the rewriter at times, let alone swap you to a better body just to use a module you want to use. Engineering module already comes with sheets/tiles you can use+restock (click drag onto it)+it's fairly easy enough to quickly cycle through the omnitool tools. Though maybe a separate screwdriver/crowbar for when you need to screw/crow/screw/crow windows or open yourself up for limb replacement. I think 3 upgrade slots is good, expansion upgrades exist for more (via hacking fab). I personally tend to run with efficiency/doc goggles/propulsion or no efficiency if there's no roboticist. It wouldn't so much incentivise but restrict players who have the misfortune of not playing at the same time as a roboticist player. Menders don't need refilling, while it states 200u it's infinite. You can drag+drop bottles into the beakers or use syringe on the bottle. I normally try+run with at least one syringe with potassium iodide. We can also use chem dispensers to make medical chems with our beakers (obviously some are easier than others to make), though the Borg chemUI *does* need sorting. Either we use the clunky BorgUI or risk losing/bugging our beaker doing it the human way. Not sure what you mean by fumbling around with different modes with hypo? I normally have one with epi/saline and one with charcoal. Mini chem master is because we can't use the normal one to make pills. Chem module does need looking at though. Drinking glass can be used to feed people cold beer that you start with (it heals) or filled with epi/triple citrus/other meds so you can help your sec buddies in crit while getting them to medbay, while using your siren sound synthesiser ofc ? Botany and jani etc used to be separate I believe? (Someone correct me if wrong) Not sure if the igniter you get can light candles? I'll test next time I'm on. There's been talk for a while now about some modules having a white listed magtractor for certain things, I think it always comes down to balance. One thing I would like is to be able to do is place someone in the cloner scanner as mediborg. Engiborg being able to place the plasma tanks in the singularity engines would be useful. As would being able to assist with dowsing on Oshan map+civiborg being able to actually do chef stuff. This turned out longer than I thought so sorry if I missed things or wasn't as detailed. TLDR Some Borg modules do need sorting+some things you think are issues might not be the case for others. Obviously my experience isn't universal. RE: Ideas to make cyborgs' modules more useful. - Mordent - 05-14-2020 This isn't directly related to the above stuff, but you can re-order tools within modules now by putting them in the cyborg module rewriter. You can also remove tools you don't want at all (atmospheric analyzer, I'm looking at you). Yes, this requires a human to help load your module into there, but once it's in you can tweak it however you like and then eject it from there yourself (and put into the loading dock to put back into yourself). |