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Ideas to make cyborgs' modules more useful.
#1
Currently, the only cyborg modules that I find worth using are medical, mining and engineering. And mining is the only one that usually seems any different from a human doing the job. Medical is also very clunky and inefficient, especially when you need to move fast to save some guy's life. It also can't preform much surgery due to the fact that you can't really manipulate organs. I suggest some modifications to how modules work to fix these problems. (Side note: How do modules actually work, physically in-universe? That would be useful to know for suggestions.)

In general:
  • Remove the "basic" modules (Fire extinguisher, omnitool, etc). I get it's important to have a fire extinguisher or health scanner or whatever but honestly it just gets in the way. NT is also pretty reserved when it comes to medicine and emergancy supplies, they're usually only accessable by people with the right ID even though it raises the station's mortality rate. In general NT is pretty shitty with many of the station's safety features, the borgs wouldn't be any different. There's also the omnitool thing which I don't really get? Like is it just "robots = tools and stuff"?
  • Make the module interface scroll left and right. Every other container or thing you use to access items works like this, I don't see why the borgs are any different. It arguably makes more  sense for the borgs to work like this since a good chunk of their lower UI is just decoration. Maybe also add layers or something like /TG/ branches since there's a metric shitload of modules to scroll through.
  • Make some modules only accessable to heavier borgs. Since there's currently very little reason to not just use light ones all the time.
  • Add the ability to connect more arms to a heavy borg, allowing it to use more modules at once. Like a heavy borg could use three but the others only have two "hands". Again, this would serve as motivation to use the other models.
For engineering:
  • Replace the omnitool with just actual tools. Cool idea but it's a pain in the ass to use.
  • Give the engineering borgs an electronics/parts grabber or the drone magtractor thing. Have it be limited only to holding parts, cells, circuits, mechcomp stuff, etc for balence. Interacting with these objects is very important for many aspects of engineering. Also have a built-in safety to block usage of law modules to avoid the both in and out of universe nightmare that will come of borgs being able to write their own laws.
  • Have a tool that loads and can use tiles/material sheets. Again that's very important for many aspects of engineering. Also a nice alternative for if you don't want to kill the cell via RCD.
For medical:
  • Change how the storage of medicine for menders, syringes and hyposprays work. Currently, it's hellish to restock them. I suggest instead of the current setup that's basically just normal human stuff, the medical borg would have a somewhat large internal tank of the medications. Syringes and menders would just take chems from this until it runs out. Additionally, syringes and hyposprays would work differently. Instead of being something where you fumble around with different modes they're just always on "inject". The chems themselves will be refilled by restocking the internal tank, which has a filter similar to hyposprays so the borgs can't run around with prions or whatever. It would also be impossible to reload the tools any other way. The tank itself would probably be refilled via a docking station which can be filled by having containers used on it. To select which chemical to use you'd just click on the tool to cycle it through medicines. Ideally, it would be possible to scroll it in both directions.
  • Add a mechanism to grab organs and body parts. Due to the specific "soft" nature of it, it cannot hold anything besides a body part or organ.
Mining:

  • This one seems fine.
Chemistry:
  • Add a device to hold beakers and such. Also remove things (like the mini chemmaster) that only exist for such a reason.
Brobocop:
  • This one is supposed to be a borg that does nice things but also minor security stuff? I guess?
  • Remove the pen. I really don't get the point of this one.
  • Also remove the drinking glass. It seems more fit for service and again seems kinda pointless.
  • Add the sec hud vision thing. Does this already exist? I don't remember, the wiki is slightly outdated. But yeah if that's not already a thing give it to brobocops.
  • An internal tank of THC and a syringe similar to how I described the medical ones. I'm pretty sure weed is legal in NT space, and that's a fast way to make friends.
  • Give them a crayon. This seems far more useful than a pen. Maybe make it a "wax dispensor" that can alternate through colors or something.
  • Hugging device. An arm similar to the help command that just does basically chat spam of hugs or friendly pats or whatever.
Service:
  • Holy water dispenser and bible modules. Self-explanatory.
  • A lighter for the chapel's candles.
  • Maybe make botany and janitorial seperate modules since those require a large amount of very specialized tools seperate.
  • Edicronic particle gripper, a device capable of holding only objects that humans can eat. Including functionally anything when fried but it's useless at that point.
  • Card gripper, something that can only be used to hold cards or decks of them. Probably also with some fast sorting and shuffling functions.
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Ideas to make cyborgs' modules more useful. - by DJ-Fireball_did_this - 05-12-2020, 01:39 PM

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