09-04-2023, 06:30 AM
My idea for roboticist is the fact they need to "TINKER" more.
Just like mechanics/engineers can tinker.
This kinda stuff the robotcist needs to do.
My suggestion are followed:
- Give them Robuddy access of science.
It never made sense that science has this let alone they can be programmed by science. It feels like a ROBOTCIST JOB!
Also scientists BARELY use this. Maybe traitors or the packet nerd in science. But other wise... 90% of the time nothing happens to them.
- Tinkering with cyborg parts.
imagine a mining borg wanting to be as useful as an organic miner with an upgraded bohrum mining hammer.
Now they can. It will cost them 1 slot permanently, but the robotcist can now make "Tool arms"
Wich can be upgraded and such to give Cyborgs access to new tools and ways but they give up 1 tool slot permanently for it.
And yes we will allow guns and batons and such to be attached to the cyborg arms. But remember by doing so.. is like surgically adding the tool to someone's arm.
- Custom Modules
This option should been unlocked, but was probably removed for a reason.
THAT SAID... you can make the standard modules be better. no matter what to custom ones.
Example: You have 50 Capacity on a module.
Standardized ones have 100 and cannot be tinkered.
Each tool has a certain amount of capacity, the better the item, the more capacity it takes.
Also you can eventually get better "custom modules" but those require specific materials.
This way we can have custom borgs again, but not be overpowered. And make playing a cyborg abit more fun and give the robotcist more flexiability.
These are the "simple" things the robotcist I think they need.
Just like mechanics/engineers can tinker.
This kinda stuff the robotcist needs to do.
My suggestion are followed:
- Give them Robuddy access of science.
It never made sense that science has this let alone they can be programmed by science. It feels like a ROBOTCIST JOB!
Also scientists BARELY use this. Maybe traitors or the packet nerd in science. But other wise... 90% of the time nothing happens to them.
- Tinkering with cyborg parts.
imagine a mining borg wanting to be as useful as an organic miner with an upgraded bohrum mining hammer.
Now they can. It will cost them 1 slot permanently, but the robotcist can now make "Tool arms"
Wich can be upgraded and such to give Cyborgs access to new tools and ways but they give up 1 tool slot permanently for it.
And yes we will allow guns and batons and such to be attached to the cyborg arms. But remember by doing so.. is like surgically adding the tool to someone's arm.
- Custom Modules
This option should been unlocked, but was probably removed for a reason.
THAT SAID... you can make the standard modules be better. no matter what to custom ones.
Example: You have 50 Capacity on a module.
Standardized ones have 100 and cannot be tinkered.
Each tool has a certain amount of capacity, the better the item, the more capacity it takes.
Also you can eventually get better "custom modules" but those require specific materials.
This way we can have custom borgs again, but not be overpowered. And make playing a cyborg abit more fun and give the robotcist more flexiability.
These are the "simple" things the robotcist I think they need.