07-04-2022, 05:50 PM
This is more of a long rant than a suggestion, but if a bored dev wants to experiment with a new thing to make the Roboticist role more appealing, here it is.
Skip to the second paragraph and on-wards for the actual suggestion.
This rant started when I was discussing in the Discord server about how the Roboticist role could be improved, since it's current job is to get ignored by the people wanting to get treads and build a shell for the AI, occasionally borging the antagonist that the SecOff looks forward to grinding. A lot of people suggested giving more upgrades for the Roboticist to implant people with, such as extra arms, a small robot army or something in the same category. I took issue with that because the Roboticist role isn't plagued by the lack of upgrades they can give to people, but rather how hard it is to get people on their table with complete trust on them, even harder to get enough metal to be able to print a single set of limbs; and that distrust isn't baseless! The surgery system is such a wobble-wobble of muscle-memory scapeling, sawing and scissoring that anyone who is not with the Doctoring wiki page open on another window will doubt that they are doing the correct thing, now consider those who don't even use the wiki for anything. And that is not even the end: the amount of people I had to teach about committing a mistake while doing a surgery is beyond astounding, because the last thing that someone thinks about is getting them some sleepy gas to do proper surgery. Now that I got that part of the surgery system out of the way, I can talk about how often you'll see people critting in the operating table because the patient either lost too much blood or received too much brute damage. I've had cases where Roboticists would have to clone someone because the procedure went wrong, which as much as it can relate to real-life, is just stupid in the year 205X. And for anyone who says, "well, I take preventive measures so my patient does not die in an operation", most of the people who do surgeries in-game do not take those preventive measures. Last things last about surgery is the big elephant in the room: self-surgeries. Funny, but is a big open door to completely ignoring Roboticists and power-gaming without the help of other people. You could argue that the SecOff who has 7 shrapnel inside them and has no competent MD near them should be able to remove said shrapnels, I will argue that the Captain shoving me away from the manufacturer and occupying the operating table when someone needs a new arm shouldn't be something fair.
Now that I criticized the entirety of the surgery system, I can get to where I want to: make Roboticist simpler, not with more gimmicks. The lack of materials to print objects, the difficulty of getting someone on your operating table, the difficulty of not getting ignored, the difficulty of not letting your patient die or build extreme distrust over your surgeon hands and the overall disregard for your work is something that will severely affect any new thing they add to the Robotics Manufacturer, so why not giving the Roboticists an engaging-yet-easier way to give people cyborg implants or a new way to do surgeries altogether? I was thinking of something like the GeneTek, but for the Roboticist. He wouldn't worry about materials, those automatically will regenerate over time. It would be a reason for the "Research Budget" to not be called "Genetics Budget", it would make things extremely simple for both the implanter and the implantee, and even if it did damage the implantee, the implanter could easily heal them instead of having to saw them 5 times until they saw the implantee's butt off. It doesn't even need to be a Robotics-themed GeneTek, it could also be a tool, or just a special skill that the Roboticist could have to make everything much easier. Then you could add spider arms for the Roboticist, or a special organ to interact with things wirelessly like the AI, or a face modification for them to be able to spit chems from their bloodstream, or whatever techno-aberration someone from the 205X could think up.
You thought I forgot the other reason the Roboticist is called the Roboticist, right? The AI infrastructure with the Cyborgs and other human-controlled robots. If it wasn't for this, anyone could rename the Roboticist to Surgeon and nobody would notice a difference, except if they did it right now, nobody would notice it either. The current capability of the Roboticist is to build some Cyborgs, now that the Manudrive has been implemented, with the help of the MDir, make a new AI, and that's it. No fancy other robots that can only be obtained through them, no extra control over how the AI or Cyborgs behave, nothing more, which is an extreme disappointment for someone who should be a techno-god controlling all that is machine. Not to compare it to other code-bases, but TG has an exosuit system which not only is extremely badass, gives the Roboticist a more metallic taste to it's name. What I'm trying to say is: why is the Roboticist most remarkable role in the station the opposite of what it should be? It's a real shame that this is all the Roboticist currently is: making some borgs and being ignored when people do self-surgeries to get treads. And there doesn't need to have a big surgery rework for it to work, just enough space for the Roboticist to do his job quickly and favorably towards the crew and station. And there doesn't need to have an overhaul of how Cyborgs or the AI is built or even how the Roboticist operates to justify the Roboticist being called the Roboticist, just enough for him to matter. So the current issue is not "how much content can we fit into this role", but rather "how can we assure this role is enjoyable and has some importance to the station"?
Anyone can disagree with my points, I know myself for doing bad takes and for extrapolating problems way beyond it's original scope, but damn I really want to see a change to the Roboticist role.
Skip to the second paragraph and on-wards for the actual suggestion.
This rant started when I was discussing in the Discord server about how the Roboticist role could be improved, since it's current job is to get ignored by the people wanting to get treads and build a shell for the AI, occasionally borging the antagonist that the SecOff looks forward to grinding. A lot of people suggested giving more upgrades for the Roboticist to implant people with, such as extra arms, a small robot army or something in the same category. I took issue with that because the Roboticist role isn't plagued by the lack of upgrades they can give to people, but rather how hard it is to get people on their table with complete trust on them, even harder to get enough metal to be able to print a single set of limbs; and that distrust isn't baseless! The surgery system is such a wobble-wobble of muscle-memory scapeling, sawing and scissoring that anyone who is not with the Doctoring wiki page open on another window will doubt that they are doing the correct thing, now consider those who don't even use the wiki for anything. And that is not even the end: the amount of people I had to teach about committing a mistake while doing a surgery is beyond astounding, because the last thing that someone thinks about is getting them some sleepy gas to do proper surgery. Now that I got that part of the surgery system out of the way, I can talk about how often you'll see people critting in the operating table because the patient either lost too much blood or received too much brute damage. I've had cases where Roboticists would have to clone someone because the procedure went wrong, which as much as it can relate to real-life, is just stupid in the year 205X. And for anyone who says, "well, I take preventive measures so my patient does not die in an operation", most of the people who do surgeries in-game do not take those preventive measures. Last things last about surgery is the big elephant in the room: self-surgeries. Funny, but is a big open door to completely ignoring Roboticists and power-gaming without the help of other people. You could argue that the SecOff who has 7 shrapnel inside them and has no competent MD near them should be able to remove said shrapnels, I will argue that the Captain shoving me away from the manufacturer and occupying the operating table when someone needs a new arm shouldn't be something fair.
Now that I criticized the entirety of the surgery system, I can get to where I want to: make Roboticist simpler, not with more gimmicks. The lack of materials to print objects, the difficulty of getting someone on your operating table, the difficulty of not getting ignored, the difficulty of not letting your patient die or build extreme distrust over your surgeon hands and the overall disregard for your work is something that will severely affect any new thing they add to the Robotics Manufacturer, so why not giving the Roboticists an engaging-yet-easier way to give people cyborg implants or a new way to do surgeries altogether? I was thinking of something like the GeneTek, but for the Roboticist. He wouldn't worry about materials, those automatically will regenerate over time. It would be a reason for the "Research Budget" to not be called "Genetics Budget", it would make things extremely simple for both the implanter and the implantee, and even if it did damage the implantee, the implanter could easily heal them instead of having to saw them 5 times until they saw the implantee's butt off. It doesn't even need to be a Robotics-themed GeneTek, it could also be a tool, or just a special skill that the Roboticist could have to make everything much easier. Then you could add spider arms for the Roboticist, or a special organ to interact with things wirelessly like the AI, or a face modification for them to be able to spit chems from their bloodstream, or whatever techno-aberration someone from the 205X could think up.
You thought I forgot the other reason the Roboticist is called the Roboticist, right? The AI infrastructure with the Cyborgs and other human-controlled robots. If it wasn't for this, anyone could rename the Roboticist to Surgeon and nobody would notice a difference, except if they did it right now, nobody would notice it either. The current capability of the Roboticist is to build some Cyborgs, now that the Manudrive has been implemented, with the help of the MDir, make a new AI, and that's it. No fancy other robots that can only be obtained through them, no extra control over how the AI or Cyborgs behave, nothing more, which is an extreme disappointment for someone who should be a techno-god controlling all that is machine. Not to compare it to other code-bases, but TG has an exosuit system which not only is extremely badass, gives the Roboticist a more metallic taste to it's name. What I'm trying to say is: why is the Roboticist most remarkable role in the station the opposite of what it should be? It's a real shame that this is all the Roboticist currently is: making some borgs and being ignored when people do self-surgeries to get treads. And there doesn't need to have a big surgery rework for it to work, just enough space for the Roboticist to do his job quickly and favorably towards the crew and station. And there doesn't need to have an overhaul of how Cyborgs or the AI is built or even how the Roboticist operates to justify the Roboticist being called the Roboticist, just enough for him to matter. So the current issue is not "how much content can we fit into this role", but rather "how can we assure this role is enjoyable and has some importance to the station"?
Anyone can disagree with my points, I know myself for doing bad takes and for extrapolating problems way beyond it's original scope, but damn I really want to see a change to the Roboticist role.