08-18-2017, 04:07 AM
(This post was last modified: 08-18-2017, 04:08 AM by Sundance. Edited 1 time in total.)
(08-18-2017, 01:09 AM)Technature Wrote: The other modules still give a fighting chance though.
You get stunned by a baton, you're not getting up..
Roomba Wrote:Here's a thought I had:
The chief concern of people is that if secborgs are easily subverted, very few crewmembers would stand a fighting chance.
...Do they?
Are we still talking about the brobocop here, or some other concept of a secborg?
Just so we're clear, I would absoutely loathe any form of secbot that has any form of weaponry, right down to a flash. A secborg would need to be seen less as an acting officer, more as a tool to which security can use. A glorified forensic scanner that can open doors, dispenses donuts and occasionally, violently dispose of nonhumans. That's literally what a brobocop is, and all it should be.
See below for reference;
Quote:All Modules
Brobocop
There's literally no harmful thing on that list, aside from the perhaps the wirecutters/screwdriver in the omnitool. The probably biggest asset is the tape cuffs, but it's been discussed that they're not the traitor kind, they are easily break-out-able.
I dunno. We have the mentality of heat seeking missiles when it comes to topics like this, immediately firing down an idea without considering everything. For me, and for the robopatch, I'm of the opinion that these things need to be tested in-game. The nature of a secborg (..brobocop) should create intresting conflict. When I say this, I mean the slapstick conflict, not the salty OOC conflict. If it's the latter, then it would need to be reviewed. And y'know is reviewing things that such a big deal? I'd like to think it isn't.