07-05-2022, 03:34 AM
I always had some ideas for Robotics, some for new gimmicks and ideas and others for stream lining.
In my opinion the Robotcist is suppose to be the streamliner and automatisation of the crew with improvements or replacing organs.
The thing is.. we got artifacts that can replace limbs too. So... let's see your ideas before going to mine.
EXOSUIT IS A HARD NO. Please do not add TG content to Goon no matter how cool.
Robotcists has access to research budget? YES.
Robotcists has a "Robottrek" Yes.
Robotcists can do their own "modifications" after researching the tech? Yes.
But here's another idea to make research interresting. Hear me out.. NEUROLOGY.
Pretty much the "Robotrek idea" or as I would call it. The Robotizer Pod, will be able to read Neurons of nerves in the subjects system.
Now most "standard" parts we know these days are "multipurpose" and can be added via surgery but also via the pod wich removes the whole surgery bit, but has you have to add medicine and treatments by command and that stuff needs to recharge. (Think like a sleeping pod/port-a-medbay)
So you could technically do a full surgical change, but the person will die of brute damage since you cannot "automend it away"
When we get to more advanced implants like suggested, for example a stomach that digest everything or a cyborg eye with all eye functionalities. That's when you have to do Neurology to have the implant match the neurological signal of the patient. You 1st have to research it of course to obtain these things, but now you have to do an extra minigame to get the part to function and any screw up gives your patient brain damage.
As for research parts. This requires you to fabricate parts and mixing and matching parts together like chemicals. So for the all purpose eye, you need to have made every eye implant and reconstruct them into the all purpose one. For other parts you need to develop chips and implants to upgrade cyborg parts into new parts but you always need to make them. Thus the research budget now comes into play, since you need that to order the parts you need.
Finally I will add one more "idea" of mine is the "Chip station"
Where you make chips for new parts, this is essentially put going to be the neurology mini game again but this time you have to "connect" the chip's connections in a way to get a new result, wich costs in this case "copper" or "gold" or "insert conducting space alloy"
Now to explain the "Neurology" mini game. And I will take a book from "Among Us" as the concept. Do you know the wiring mini game? Where you have to connect the wires to the right colors? It's concept lies in that, cept....
"There are no colors" Just prongs to neurons and you gotta figure out the right combination. So how do you figure it out?
You connect a "prong" with a "neuron" and do a "test signal" to see the results. It will have flavor texts saying things, but if you are wrong. It will show the person took brain damage. The more wrongs you got... the more braindamage, leave the implant in wrong, the person will keep taking braindamage over time.
Of course the more complex the implant, the more prongs and neurons.
We will start with 3 prong and end with 6 prong combinations.
The same goes for the chip research where you do the same, but the signal patterns stay the same over each shift. So some basic chips can be made acording to the book.
And that's it so far for my ideas...
In my opinion the Robotcist is suppose to be the streamliner and automatisation of the crew with improvements or replacing organs.
The thing is.. we got artifacts that can replace limbs too. So... let's see your ideas before going to mine.
EXOSUIT IS A HARD NO. Please do not add TG content to Goon no matter how cool.
Robotcists has access to research budget? YES.
Robotcists has a "Robottrek" Yes.
Robotcists can do their own "modifications" after researching the tech? Yes.
But here's another idea to make research interresting. Hear me out.. NEUROLOGY.
Pretty much the "Robotrek idea" or as I would call it. The Robotizer Pod, will be able to read Neurons of nerves in the subjects system.
Now most "standard" parts we know these days are "multipurpose" and can be added via surgery but also via the pod wich removes the whole surgery bit, but has you have to add medicine and treatments by command and that stuff needs to recharge. (Think like a sleeping pod/port-a-medbay)
So you could technically do a full surgical change, but the person will die of brute damage since you cannot "automend it away"
When we get to more advanced implants like suggested, for example a stomach that digest everything or a cyborg eye with all eye functionalities. That's when you have to do Neurology to have the implant match the neurological signal of the patient. You 1st have to research it of course to obtain these things, but now you have to do an extra minigame to get the part to function and any screw up gives your patient brain damage.
As for research parts. This requires you to fabricate parts and mixing and matching parts together like chemicals. So for the all purpose eye, you need to have made every eye implant and reconstruct them into the all purpose one. For other parts you need to develop chips and implants to upgrade cyborg parts into new parts but you always need to make them. Thus the research budget now comes into play, since you need that to order the parts you need.
Finally I will add one more "idea" of mine is the "Chip station"
Where you make chips for new parts, this is essentially put going to be the neurology mini game again but this time you have to "connect" the chip's connections in a way to get a new result, wich costs in this case "copper" or "gold" or "insert conducting space alloy"
Now to explain the "Neurology" mini game. And I will take a book from "Among Us" as the concept. Do you know the wiring mini game? Where you have to connect the wires to the right colors? It's concept lies in that, cept....
"There are no colors" Just prongs to neurons and you gotta figure out the right combination. So how do you figure it out?
You connect a "prong" with a "neuron" and do a "test signal" to see the results. It will have flavor texts saying things, but if you are wrong. It will show the person took brain damage. The more wrongs you got... the more braindamage, leave the implant in wrong, the person will keep taking braindamage over time.
Of course the more complex the implant, the more prongs and neurons.
We will start with 3 prong and end with 6 prong combinations.
The same goes for the chip research where you do the same, but the signal patterns stay the same over each shift. So some basic chips can be made acording to the book.
And that's it so far for my ideas...