07-26-2019, 12:46 PM
Currently, heavy cyborgs are generally looked upon as basically being hell in a metal shell.
I have some thoughts about how to fix stuff.
--------------
Delete the Efficiency upgrade, or at least make it a rare find in crates, and not a cyborg-init upgrade/makeable by fabs. (Rev-engineering OK?)
Right now it's basically a must-have. The ability to get it as an initial upgrade results in some people going Civilian to get it, then getting someone to change their module and making a different upgrade.
Goals of this change: Remove fun to encourage using other upgrades.
Change base power usage based on parts.
- Light parts: +0
- Standard parts: +2
- Sturdy: +3
- Treads: +4 ea (?)
- Heavy: +6
For a fully outfitted heavy borg, this would be 6 x 3 (arms, head) + 2 x 3 (chest, legs) = 24 power/tick. Treads bump this up to 28.
For a light cyborg, it'd be 0, or 8 with treads.
Speed penalties heavily reduced. A heavy cyborg will move only slightly slower than a light cyborg. Treads would increase speeds proportionately, so a heavy borg with treads would move faster than a light borg without them, but a light with treads would always move faster.
Goals of this change:
Differentiate cyborg types based on expected hazards. Light cyborgs are good for scouting, exploration, and other tasks that could leave them away from a recharger. Heavier cyborgs are better suited for dangerous environments, but require more frequent recharging as a result. As cyborgs also have the ability to connect to APCs to drain/give power, this also means that they can end up using more power from the station, which is always nice.
It also means that non-light cyborgs no longer feel like a prison due to how slow they are.
Cyborgs that have their heads smashed drop their brains. Being irreversibly killed because you suffered 40 damage to the head isn't fun. If someone wants to permanently remove you from the round after that, they can cart around your brain. Explosions of significant strength should still make your brain into mush, though.
Thoughts? A lot of things here would change a lot of the potential balance.
I have some thoughts about how to fix stuff.
--------------
Delete the Efficiency upgrade, or at least make it a rare find in crates, and not a cyborg-init upgrade/makeable by fabs. (Rev-engineering OK?)
Right now it's basically a must-have. The ability to get it as an initial upgrade results in some people going Civilian to get it, then getting someone to change their module and making a different upgrade.
Goals of this change: Remove fun to encourage using other upgrades.
Change base power usage based on parts.
- Light parts: +0
- Standard parts: +2
- Sturdy: +3
- Treads: +4 ea (?)
- Heavy: +6
For a fully outfitted heavy borg, this would be 6 x 3 (arms, head) + 2 x 3 (chest, legs) = 24 power/tick. Treads bump this up to 28.
For a light cyborg, it'd be 0, or 8 with treads.
Speed penalties heavily reduced. A heavy cyborg will move only slightly slower than a light cyborg. Treads would increase speeds proportionately, so a heavy borg with treads would move faster than a light borg without them, but a light with treads would always move faster.
Goals of this change:
Differentiate cyborg types based on expected hazards. Light cyborgs are good for scouting, exploration, and other tasks that could leave them away from a recharger. Heavier cyborgs are better suited for dangerous environments, but require more frequent recharging as a result. As cyborgs also have the ability to connect to APCs to drain/give power, this also means that they can end up using more power from the station, which is always nice.
It also means that non-light cyborgs no longer feel like a prison due to how slow they are.
Cyborgs that have their heads smashed drop their brains. Being irreversibly killed because you suffered 40 damage to the head isn't fun. If someone wants to permanently remove you from the round after that, they can cart around your brain. Explosions of significant strength should still make your brain into mush, though.
Thoughts? A lot of things here would change a lot of the potential balance.