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Emagging Cyborg Modules - Printable Version

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Emagging Cyborg Modules - MagicStudiosGuy - 10-27-2016

What would be interesting is if you could emagg modules for a Cyborg. So I have come up with a outline of what some types of modules emagged could contain for cyborgs. These items can replace others, be an addition, or whatever.

Module Type:
Items in it:
Notes:

Be creative! Come up with new ways for Borgs to kill other than stabbing with a screwdriver!


RE: Emagging Cyborg Modules - Lady Birb - 10-27-2016

Module Type: Medical
Items in it: Pancuronium reserve tank, Sodium Thiopental reserve tank, sleepy pen.
Notes: Emags your hyposprays and defibrillator.


RE: Emagging Cyborg Modules - Erev - 10-27-2016

Emags do too much already IMO. Now on the other hand offering up a Traitor blank-module then could be tossed into the rewriter for a traitor-version of whatever module? Much better.


RE: Emagging Cyborg Modules - Nnystyxx - 10-27-2016

(10-27-2016, 04:27 PM)Erev Wrote: Emags do too much already IMO. Now on the other hand offering up a Traitor blank-module then could be tossed into the rewriter for a traitor-version of whatever module? Much better.

I actually rather like that idea, gives more usage of the rewriter


RE: Emagging Cyborg Modules - MagicStudiosGuy - 10-27-2016

(10-27-2016, 04:27 PM)Erev Wrote: Emags do too much already IMO. Now on the other hand offering up a Traitor blank-module then could be tossed into the rewriter for a traitor-version of whatever module? Much better.

How many telecrystals? Or would it be a box of them? You never make one cyborg, after all.


RE: Emagging Cyborg Modules - YoukCat - 10-27-2016

Perhaps just include one along with the Syndicate Frame, it'll inspire more people to use those things.

Then again, when actually used, those things are already Overpowered enough.


RE: Emagging Cyborg Modules - MagicStudiosGuy - 10-27-2016

(10-27-2016, 04:45 PM)YoukCat Wrote: Perhaps just include one along with the Syndicate Frame, it'll inspire more people to use those things.

Then again, when actually used, those things are already Overpowered enough.

Does the Syndicate Frame have any advantage over changing the laws?


RE: Emagging Cyborg Modules - YoukCat - 10-27-2016

Yes, very much.

The Cyborgs can see Syndicate Operatives and eachother. The Cyborgs cannot be interacted with by the AI. The Cyborgs are like permanent, temporary Mindslaves.

Only real problem with them is that other Syndicate Operatives can command them as well.


RE: Emagging Cyborg Modules - amaranthineApocalypse - 10-27-2016

(10-27-2016, 04:53 PM)MagicStudiosGuy Wrote:
(10-27-2016, 04:45 PM)YoukCat Wrote: Perhaps just include one along with the Syndicate Frame, it'll inspire more people to use those things.

Then again, when actually used, those things are already Overpowered enough.

Does the Syndicate Frame have any advantage over changing the laws?

Not particularly, it's just that traitor borgs are ludicrously powerful. All the advantages of being a borg without any of that pesky killswitch or having to keep people alive malarkey. A single determined contruction or chem borg could reduce the entire station to an airless husk in a few minutes.


RE: Emagging Cyborg Modules - Erev - 10-27-2016

(10-27-2016, 04:53 PM)MagicStudiosGuy Wrote:
(10-27-2016, 04:45 PM)YoukCat Wrote: Perhaps just include one along with the Syndicate Frame, it'll inspire more people to use those things.

Then again, when actually used, those things are already Overpowered enough.

Does the Syndicate Frame have any advantage over changing the laws?

It changes the base 3 laws and also shows them who is syndi iirc.


RE: Emagging Cyborg Modules - Vitatroll - 10-27-2016

Did emagging cyborg frames ever get changed? I always found that odd. You could also have a cyborg stick small items into a container and then emag it for them, but I actually liked that.


RE: Emagging Cyborg Modules - ferriswheel1 - 10-29-2016

Yup, emagging frames now removes all laws, the same as emagging an active cyborg. I found this out far too late.