11-27-2020, 04:15 PM
I have a bunch of concerns mostly, although I do like the idea of scrapborgs running around beeping and booping.
-My biggest issue with what you're currently proposing gives whoever is being borged a worse time of it, there's no benefit to them. IIRC borgs already require learning to work around the weirdness of not having hands. I'd love to see room for the cell replacement/charging thing (could borgs use cell cables to charge one another?) but I feel like the playerbase isn't compassionate enough for it to work.
-Try to pick the range of materials in a way that people can reasonably make stuff without having to go all over the place. If it requires scavenging from the entire station, breaking into robotics becomes a pretty viable option effort-wise.
-As I understand improvised parts would be entirely incompatible with regular borg parts? I'd rather see it integrated into the systems that regular borgs use. I can see someone able to cobble together a replacement leg for a damaged borg more easily than one would assemble one completely. It could happen though.
-The locker/chest tool thing is a neat idea, but it would mean that scrapborgs could potentially have any item in the game they wanted and I don't know if there's issues with that. I figure that that is one reason borgs don't have regular hands? What would happen if someone gave a borg a stun baton, for example?
What I'm more or less saying is, you should be careful not to make scrapborgs shitty to play as. I'm not sure how you'd marry that with the theme of improvised robot parts, but I feel like it'd also be fun to look into doing unsafe shit for scrapborgs, like messing with their wiring in a way that does [something beneficial, IDK] but leaves them sparking a bunch where they go. Stuff that normal borgs can't do because their parts are designed to be more or less safe. :P
Maybe it'd be cool if we could involve data disks into this somehow, as a substitute for regular borg modules. It doesn't make much physical sense, but it's honestly not too far removed from the (presumably small) modules containing huge sets of tools somehow.
-My biggest issue with what you're currently proposing gives whoever is being borged a worse time of it, there's no benefit to them. IIRC borgs already require learning to work around the weirdness of not having hands. I'd love to see room for the cell replacement/charging thing (could borgs use cell cables to charge one another?) but I feel like the playerbase isn't compassionate enough for it to work.
-Try to pick the range of materials in a way that people can reasonably make stuff without having to go all over the place. If it requires scavenging from the entire station, breaking into robotics becomes a pretty viable option effort-wise.
-As I understand improvised parts would be entirely incompatible with regular borg parts? I'd rather see it integrated into the systems that regular borgs use. I can see someone able to cobble together a replacement leg for a damaged borg more easily than one would assemble one completely. It could happen though.
-The locker/chest tool thing is a neat idea, but it would mean that scrapborgs could potentially have any item in the game they wanted and I don't know if there's issues with that. I figure that that is one reason borgs don't have regular hands? What would happen if someone gave a borg a stun baton, for example?
What I'm more or less saying is, you should be careful not to make scrapborgs shitty to play as. I'm not sure how you'd marry that with the theme of improvised robot parts, but I feel like it'd also be fun to look into doing unsafe shit for scrapborgs, like messing with their wiring in a way that does [something beneficial, IDK] but leaves them sparking a bunch where they go. Stuff that normal borgs can't do because their parts are designed to be more or less safe. :P
Maybe it'd be cool if we could involve data disks into this somehow, as a substitute for regular borg modules. It doesn't make much physical sense, but it's honestly not too far removed from the (presumably small) modules containing huge sets of tools somehow.