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Silicon Cyborg Converter Artifacts Should Use Ancient Silicon Parts
#1
The subject line basically conveys the key point.

Ancient Silicon Cyborg Converter Artifacts should convert its victim into a Cyborg that uses Ancient Silicon parts instead of modern silicon parts. 

There is a interesting selection of ancient silicon parts that I would love to see more often. And I think it would be very thematic if said parts would be spat out from artifacts forcing them on people. 

Side notes: 'what' ancient parts it uses could either be a pre-set selection, or if programmable a random selection from the possible pool?

Also consideration for if the Cybrog surgery machine could possibly use Ancient Parts when replacing a humans arms/legs too.
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#2
This kinda make sense but also... "Radstorm" Hey look artifacts from anywhere.

It's all wibblywobblytimeywimey. But if it doesn't give any benefits to the user, I don't mind them being randomized.
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#3
Honestly I think this is a fun idea! Extremely bored roboticists could even go as far as to ‘farm’ a surgery machine for cooler cosmetic silicon parts by using monkeys or equally as bored staffies.
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#4
In my opinion (probably a bad one) each cyborg converter should have its own set of default robot parts used inside the robot, with varying chances set by the artifact, so if the artifact gives a silicon part it will always give that silicon part. I'll provide some examples below.

Arms/head (per peice so rolls 3 times per artifact)
Light: ~50% per piece as it should be the most common robot part to receive from the machine.
Standard: ~30% chance per piece. It's still common
Reinforced: ~15% per piece decently rare.
Heavy: ~4% It's rare as it's really hard to destroy and costs the most materials
Ancient: ~1% it is non-renewable and can only be gotten from a-zones as of right now, a way to get it not from zones would be fun and a nice Easter egg with this chance.

Chest
Light: ~70% should be the most common since it's less expensive, but not by much
Standard: ~30% should be rarer then Light, but not too rare

Legs
Light: 55% Should be the most common because it's the cheapest to make
Standard: 35% should be rarer but not that rare as it'd more expensive to make and doesn't provide much utility to cyborgs other then being tanky
Treads: 9% rarer then Standard because of personal preference, could also tie with Standard because of the cost similarities. Up to debate
Rockets: 1% should remain roughly as rare as ancient because you cannot manufacture them and are normaly only available frommining chests

Cells
Standard: 65% most common cell, most cyborgs dont upgrade from this
Hyper: 20% a larger cell then Standard, more common then cerenkite cause material cost is less picky
Cerenkite: 10% self charging cells are pretty powerfull, even when weak like cerenkite
Eribite: 3% even more charging then cerenkite, and more dangerous, for both those reasons it's more rare
Silicon artifact: 1% kinda spitballing here, should be pretty rare because of the power potential they have
Potato: 1% a funny Easter egg that might show up, probably would be removed and added to the tribute weight if the Easter egg isn't as funny as I think.
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#5
Regarding your Idea.

I like most of it - with exception to the %'s proposed to each part.

My preference would be for each different part time to have an equal chance across the spectrum. 

The resulting borg would still likely be an amalgam of different parts in some weird Frankenstein's monster output. An Ancient Parts would somewhat frequently be among them.

But, given the Ancient parts are not guaranteed - it wouldn't detract too much from Secret content that gets you all the parts. As the converter might give you one ancient part, Maybe two if you're lucky.
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