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Cyborg Discussion (Cogwerks)
#8
I still stand by my arguments, for all I've seen the main one against me is that security cyborgs too strong and make things tougher for everyone in general. If it's such a big deal then I guess I can argue all I want, it's just not going to happen. Sec gets enough for having all the guns, but we can't give a robot that same power? Whatever.

In any case, I'm done talking about this. It's clear no one wants it and working around it would be impractical. Let's roll out the rest of the borg mod discussion then. I guess we should first start by looking at existing modules and see what we can do with them...
  • Standard Mod: A lesser Engiborg with a few other tools from different modules. Only ever picked for its free efficiency upgrade. To its credit, it is the only one capable of viewing security camera networks.
  • Engineer Mod: A cyborg with a fully-loaded toolbelt. Can also fight fires and charge APCs. Has a weird atmos thing that probably doesn't do anything.
  • Medical Mod: Probably the most broken of the modules, since its heal/burn patch equivalent tools are bugged or something. Has reserve tanks of drugs that can heal every form of damage and use defibs as a replacement for CPR. Can also preform surgery, for some reason.
  • Chemistry Mod: Research borg with a focus on mixing chemicals. Not sure how this one works. Comes with a unique 100-unit beaker that is the envy of chemists who don't loot hydroponics or mug botanists for their watering cans.
  • Janitor Mod: A janitor, but as a robot. Pretty pointless since no one seems to care about hygiene. You can't even pick up trash what is that. Only redeeming feature is that you can't get beaten to death as easily for slipping everyone up. That and its special blue hat.
  • Hydroponics Mod: More like Hydrobonics, right? Comes with everything you need to take care of plants and nothing else. You don't even get a free upgrade with this one. Fuck.
  • Mining Mod: Comes with equipment needed to dig through hard rocks and navigate asteroid fields. You pretty much need to ask for a meson scanner upgrade if you plan on actually doing your job though. Probably less popular than the hydroponics module, but I've honestly never seen anyone ask or choose either.
  • Construction Mod: The only mod to pick if you want to play cyborg. Comes with a free jetpack and an RCD to do with what you please. Exploit its starting materials to give the roboticist loadsa basic material by making them change your module to construction repeatedly.
  • Brobot Mod: The very best mod there is. Pick it if you want people to yell at you.

Here's a few suggestions for each:
  • Standard Mod: Replace pen with a clamp/claw that allows borgs to actually pick things up.
  • Engineer Mod: Replace the Atmospheric Transporter with an air pump/scrubber to be a pseudo-atmospheric technician.
  • Medical Mod: Give them an upgrade to have the health goggles.
  • Chemistry Mod: Give them a reagent analyzer tool or the chemwiz program.
  • Janitor Mod: Give them a trash compactor that instantly destroys things it picks up. Or a trash bag.
  • Hydroponics Mod: Seed Maker tool should make seeds from produce you use it on. Give it a reagent extractor tool and some beakers too.
  • Mining Mod: Give it some robot mining explosives or a hammer or something.
  • Construction Mod: Give it a cool hat. This is pretty important.
  • Brobot Mod: Replace the sound synthesizer with a harmonica or saxophone.
  • All mods: A PDA. Give them a personal messenger program at least.
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