06-20-2014, 09:11 AM
Zamujasa Wrote:atomic1fire Wrote:My only concern is that Syndicate borgs would be over powered for what they are, and much more likely to rampage on the crew by causing gas leaks or starting fires.Round-start borgs are Light versions that you can brain with two or three hits from a fire extinguisher, or even one/two shots from a basic laser gun.
Give them some cool traitor toys and some objectives that aren't boring and good reason not to go crazy go nuts immediately. Something like a chameleon projector disguised as a medical analyzer, when used it can copy someone's identity as a hologram. Everyone sees it but on close interaction it's actually an evil borg.
Maybe give them some fun objectives, like convince the crew to arrest or kill someone. Aid an existing traitor. Sabotage telescience. etc.
Unless there was a way to fully upgrade a borg like that (you can't switch out the chest, from what I understand) they'll always be comically weak if you can stun them or just land a really good hit on the chest.
Have the Syndieborg turn the tables! Starts out with a bargain mindslave implanter in its Syndicate module, so it can snatch non-antagonists to be its subordinate. Turns the tables a bit for the usually subservient borgs and gives you an implanter to dork around with.