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Cyborg Modules: Medborgs, Chemborgs, Conborgs, etc.
#1
Sorry it's really late so this might be a bit rambley.

If you're like me and love messing around with chemistry as a Borg, then you're probably aware of the fact that medical borgs got a significant nerf recently, in that they can no longer make custom patches.

While I do agree that we were seeing way too many hellpatch combos, I think that perhaps the total eradication of custom patches kindof took a lot of the joy of being a Medborg away.

the reason I played that role was because I loved that it let me be a super medical doctor, mixing up health concoctions like healcube (pfd + cryoxadone + crystylene) and synthflesh + charcoal patches in order to murder the heck out of people's ills.

I've heard two primary reasons why people who like this nerf like it:

1) medborgs made human doctors obsolete

2) hellpatches were way too powerful and extremely broken.

To the second, I wholeheartedly agree. hellpatches were dumb and rapidly driven directly into the ground.

To the first, however, I'd like to point out that that's the whole point of a Borg in the first place! Cyborgs, when they pick a module, permanently exchange versatility and flexibility for specialisation.

take the conborg, for example. the primary purpose of a conborg is is infinite ammo rcd, which is so powerful that the human-equivalent rcd is near worthless,

or the chem borgs, with a built in chemmaster and the ability to dispense itself a variable amount of chemicals and heat things precisely,

or the broborg, whose sound synthesizer puts the humble assistant's vuvulzela to bitter shame.

what do the cyborgs give up in exchange for these truly legendary powers!?

the ability to change, the ability to self-serve, and the ability to be instantly flexible.

a human's rcd may be weak, but it always has the opportunity to immediately decide to drop its rcd and pick up a beakerb or laser gun or scalpel or maybe even some combination.

a human may not be able to eat a plasma canister and spit it back out, but he has the freedom to ignore someone's orders to stop honking his bike horn.

etc. etc.

So, in all honestly, the fact that medborgs were EXTREMELY POWERFUL MEDICS is actually in line with the spirit of what a medical Borg should be.

So here are some alternate fixes to the hellpatch problem:

1) give medical cyborgs a third patch that is exactly the same as the old patches used to be. this would not render hellpatches impossible, but it would certainly make them a lot harder and require significantly more effort + knowledge of how chems work, and even then their destructive capacity would be severely diminished compared to what they used to be

2) Make both patches work partially how they used to be, only accepting chemicals that would be allowed in a hypospray

3) Give the cyborg a High Capacity Hypospray that can hold up to 200 units and dispense up to 40 at a time

While my point of discussion was mostly about slightly unnerfing medical Borgs, cyborg module balance as a hole is a topic I feel is worth discussing, so please feel free to contribute to this thread any other input you might have on how cyborgs are designed.
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