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Syndicate Borgs at round start
#14
Sundance Wrote:Tbh, syndicate borgs aren't that overpowered at all. They have alot going against them:
A) They're non-human and can't be arrested, so chances are they'll be killed.
B) A flash stuns them and they have no way of protecting themselves of getting stunlocked.
C) They can be debrained very quickly with the right ID

Remember: Syndicate borgs see everyone as non-human UNLESS they are syndicate. This is an interesting mechanic because that means they CANNOT kill other traitors. With this in mind, traitors and syndicate borgs can find themselves in a very mutual allegiance.
For this matter, syndicate borgs should be able to tell who's syndicate (like wearing sunglasses back in the ol' days)
Syndieborgs can see who traitors are, since otherwise it'd be impossible to carry out their laws. Their effect on inter-traitor relations seems pretty neutral, though - they can't help a traitor kill another traitor, but they can't meaningfully intervene to stop it either. They'll obey any traitor, so there's no need to keep the original builder alive. It's not like a mindslave, who is loyal to ONLY the implanter.

One thing about round-start traitor borgs is that if people see one borg acting rogue, they tend to assume that all the borgs are rogue, which can often have nasty consequences for the other borgs.
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