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Cyborg QoL - and feedback concerning #15759
#23
Playing a cyborg is a fundamentally different experience to playing a human crewmember, comparing their abilities/limitations is comparing apples to grandfather clocks.

Relying on a bug for QoL and getting used to it means it feels like something is being taken away. I do not believe those 'features' were intended to be given to cyborgs in the first place, it being an oversight for a good while doesn't mean it's immune to fixing. The bug was fixed recently, one of the interactions that has been deemed to be important to intentionally include (climbing ladders) has been reintroduced since, please try to refrain from catastrophizing as this being a conscious cyborg nerf or that people don't care about QoL.

That said, I vehemently disagree that literally any of the items listed in the first post are even remotely required to have a fun cyborg round. The limitations of your metal frame meaning you can't do a range of things that would be trivial if you have hands is, to me, a design choice. It defines cyborgs as specialists who are limited in working outside of the narrow scope of their selected role and who, despite having incredible access, immunity to a range of hazards, and are uniquely proficient at many tasks, are not human.

I agree that the interactions between cyborgs and roboticists are incredibly limited in scope, and am working to change that by making human involvement required for some advanced options that will be available to cyborgs as the round progresses. Including in some more bespoke tools that fill what are deemed as functionality gaps is a viable option here, as then if you really want to do some of these things you will be able to.
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RE: Cyborg QoL - and feedback concerning #15759 - by Mordent - 09-15-2023, 04:18 PM

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