09-10-2023, 10:03 AM
Cherman makes a very good point, I think it is vital to understand that we won't be "fixing" roboticists by taking agency and freedom away from cyborgs. In my mind, roboticists should be the equivalent of a Medical Doctor but to a cyborg, namely that if a cyborg is damaged or in need of something, they come to a Roboticist to get assistance. Roboticists should not be "cyborg babysitters", in my mind it's already bad enough that the module process isn't doable by cyborgs and needs a human component. I find that once a roboticist has created a cyborg, that cyborg should have full autonomy over what and how they choose to play.
That being out of the way, that does not mean that there shouldn't be a reason for cyborgs to want to return and get assistance from roboticists. I think that damage should continue to be fixable in docking stations, but perhaps that process should be slowed down significantly, but a roboticist can do it faster by comparison. Additionally, allowing roboticists to start working on cooler tools for cyborgs as the round progresses could also be a way to give them something to do, but this shouldn't be relied on.
I think that Roboticists should be tinkerers. They should sit in their lab, working on machines and creating cybernetic enhancements for people to use throughout the shift. Much like scientists work on chemicals, roboticists should work on machinery. That means new tools and gadgets, stuff that makes the round more convenient. A lot of cool suggestions have already been made, but I'll gladly add more to the list:
Besides just creating new, useful items, Robuddies should also be under Robotics control, as has been said before. But not only that, we should add more tiny robot companions in general. Remove the printed versions, but make it so that the materials required to craft them make sense and are easily obtainable by roboticists.
Additionally, now with Mechanics gone, Roboticists could gain Mechlab access and there should be more of a tie-in with robots. Like, creating patrol routes, making them do specific tasks, or generally triggering things after hooking it up to components.
That being out of the way, that does not mean that there shouldn't be a reason for cyborgs to want to return and get assistance from roboticists. I think that damage should continue to be fixable in docking stations, but perhaps that process should be slowed down significantly, but a roboticist can do it faster by comparison. Additionally, allowing roboticists to start working on cooler tools for cyborgs as the round progresses could also be a way to give them something to do, but this shouldn't be relied on.
I think that Roboticists should be tinkerers. They should sit in their lab, working on machines and creating cybernetic enhancements for people to use throughout the shift. Much like scientists work on chemicals, roboticists should work on machinery. That means new tools and gadgets, stuff that makes the round more convenient. A lot of cool suggestions have already been made, but I'll gladly add more to the list:
- A mechanical backpack that gives you two extra arms (I'm already working on this)
- Headgear or glasses that allow you to remotely interface with devices akin to cyborgs
- Omnitools could be a constructable device by roboticists
- Magnetic gloves that allow you to pick up or interact with physical objects from greater range (maybe 1 extra tile)
- Camera glasses that allow you to view security cams, or track people akin to the AI
- Backpacks or belts with increased storage capabilities
- Cybernetic chips that enhance your abilities, but limit them to, say, 3 per person.
- Oxygen generator chip, basically getting rid of oxygen tanks.
- Resistance chips, granting you increased resistance, but only for one attribute (heat, cold, brute, electricity, etc.)
- Combat chips that increase your damage or attack speed
- Concentration chips, something that increases all global action bars
- Defibrillation chip, something that stabilizes and gives you a second wind before dying
- Oxygen generator chip, basically getting rid of oxygen tanks.
Besides just creating new, useful items, Robuddies should also be under Robotics control, as has been said before. But not only that, we should add more tiny robot companions in general. Remove the printed versions, but make it so that the materials required to craft them make sense and are easily obtainable by roboticists.
Additionally, now with Mechanics gone, Roboticists could gain Mechlab access and there should be more of a tie-in with robots. Like, creating patrol routes, making them do specific tasks, or generally triggering things after hooking it up to components.