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Feedback on the EMAGed Borg Rework
#35
(04-08-2025, 08:24 PM)ProphetOConnor Wrote:
(04-08-2025, 04:33 PM)JORJ949 Wrote:
(04-08-2025, 03:35 PM)glowbold Wrote: maybe the emag should first pop the brain case or torso open, and then a second use could emag, so it's not as drive-by-able?

^^First use permanently unlocks them and opens them non-permanently, second use fries circuits

I actually like this idea a lot, it would allow for the crew to easier deal with the messed up borg as you'd just need a screwdriver to open the head and remove the brain disabling the borg in a safe way!

Gotta say I really like this idea. Not only does it make the emag less drive-by-able, it also gives a visual indication of what you're doing as an antag. Emagging major things like doors has a very distinct visual indicator and leaves a trail. Current emagging of a borg is just silent with no real good way for anyone to notice what you're up to. I think this change would make using an emag on a borg a much more considered choice. 

I also wanted to add my voice here. I think the current iteration of the emag is good in principle and a definitive improvement from the old emag. I really hated dealing with the old emag silicon units because I often felt like it began to hold the station hostage: try and fix a borg and suddenly every emagged cyborg is ready to murderize the station. Youre also massively discouraged from fixing the silicons because once a single cyborg had no laws, why bother going through the effort to fix them? They could be emagged again and be back for revenge for taking them offline. The old emag made it so that the best solution to "fixing" the silicons was to leave them dead for good. Similarily, being emagged as a borg meant you could take a more beneficial route to helping the station, but if one silicon who's emagged goes on a rampage, you too are now roped in just by association. Ion laws for each borg now gives an incentive for the borg to be fixed for both sides. 

That said, the random element of the ion laws feels... bad. Sometimes the three laws make a confusing mess that's really hard to interpret. Sometimes two laws make for an interesting interaction, but the highest priority law is a MUST law and basically says something to the effect of: "do nothing and don't state why.". Sometimes the three ion laws are just... dull, and don't really offer a great way to engage with the game or other players (or worse, will cause people to dismiss you and you're just kind of stuck in an emagged state). 

I think drawing from a list of emag laws would be better for the game. All the ideas stated earlier sound fun to me; replacing all laws with 3 emag laws, replacing all laws with a single emag law, replacing the first law with a randomly changing ion law, etc etc...

Personally I think it would be cool to have a pool of emag laws to draw from for each law in your list. So for law 1 you have "x" number of laws to randomly draw from, for law 2 you have "y" number of laws to randomly draw from, and for law 3 you have "z" number of laws to randomly draw from. Each law in the list would be considered in a way that no emag laws would just flat out erase/ignore the others due to priority, and ideally they would be considered in a way that causes the borg to disrupt the normal functions of the station and requires the borg to be fixed. I personally would like to see emagged borgs as a means to distract folks on the station so that as an antag, you can create a diversion somewhere and use the chaos to do something somewhere else.
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Messages In This Thread
RE: Feedback on the EMAGed Borg Rework - by RSOD - 04-08-2025, 01:15 PM
RE: Feedback on the EMAGed Borg Rework - by Skotcher - 04-18-2025, 07:07 AM

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