05-26-2025, 09:56 PM
(This post was last modified: 05-26-2025, 09:56 PM by Lefinch.
Edit Reason: clarifying what the hell "radio fuzz" meant.
)
I mean they get the snazzy radiation visual fuzz from rads now, so that's nice!
I'm fine with them as is though: They have some disadvantages, they have some advantages. Working in extremely hostile environments fits a theme that if you add in radiation you also may as well add in working in 5000K+ conditions.
The "Ablative shielding" concept makes sense so I'm not immediately stopping it, but generally speaking here's my thing:
A) I, personally find it really funny when borgs hang out in a lit combustion chamber even if it makes no sense.
B) When I first started playing, and this was before 2023, back when I was still dipping in every two years and trying to get to grips with SS13 and immediately giving up there was a round where the station was fully alight: people were screaming, there was chaos on the radio, I was bumping into cogmap1's walls and trying to work out how to pick things up... and then out of the darkness, a goddamn machine -skeleton- emerges from the flames, walks up to me, and screams in my characters face before running back off, then spending the rest of the round constantly emerging from the flames to do that to me.
Was it actually just a lightborg? Yes, Do I have any idea what the hell they were actually doing besides traumatising me? No. What exactly does this mean for the idea? I have no idea but I'm still pro-letting cyborgs off the environmental damages hook for this particular bias.
One thing I will point out to play devil's advocate is that some kind of "Ablative shield" might discourage the old classic cyborg standby of just lighting the station on fire, but you'd have to tweak it with this in mind or else it either won't make a real difference, or will make the things more fragile than humans anyway.
I'm fine with them as is though: They have some disadvantages, they have some advantages. Working in extremely hostile environments fits a theme that if you add in radiation you also may as well add in working in 5000K+ conditions.
The "Ablative shielding" concept makes sense so I'm not immediately stopping it, but generally speaking here's my thing:
A) I, personally find it really funny when borgs hang out in a lit combustion chamber even if it makes no sense.
B) When I first started playing, and this was before 2023, back when I was still dipping in every two years and trying to get to grips with SS13 and immediately giving up there was a round where the station was fully alight: people were screaming, there was chaos on the radio, I was bumping into cogmap1's walls and trying to work out how to pick things up... and then out of the darkness, a goddamn machine -skeleton- emerges from the flames, walks up to me, and screams in my characters face before running back off, then spending the rest of the round constantly emerging from the flames to do that to me.
Was it actually just a lightborg? Yes, Do I have any idea what the hell they were actually doing besides traumatising me? No. What exactly does this mean for the idea? I have no idea but I'm still pro-letting cyborgs off the environmental damages hook for this particular bias.
One thing I will point out to play devil's advocate is that some kind of "Ablative shield" might discourage the old classic cyborg standby of just lighting the station on fire, but you'd have to tweak it with this in mind or else it either won't make a real difference, or will make the things more fragile than humans anyway.