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Making cyborgs appealing again
#9
God dammit the forums zapped this bit of my post.

Roomba Wrote:The wiki specifically mentions a catering/vendoring module that was discontinued due to uselessness, though. I dunno, if the main suggestions are 'bring back a useless module', 'reduce module variety' and 'nerf the one thing that most people enjoy about being a borg', these seem less like suggestions to make borg more appealing and more a way to ensure the roboticist never works again.
The vendor module was discontinued due to uselessness and yet here we have approximately half the goddamn module library that is never used due to uselessness and another module that's frequently used even in spite of being specifically designed to have no useful functions. Clearly, there's a bigger problem here. Usefulness isn't always even a requirement for a job: Hell, if we got rid of all of the "useless" jobs on the station, there would actually be LESS variety as opposed to more of it. The idea is to bring back these so-called "useless" modules but make them entertaining enough that they are actually picked.

Roomba Wrote:'nerf the one thing that most people enjoy about being a borg'
It's one thing. That's the entire problem, it's the one thing. There are all of these things you can do as a cyborg, all of the modules and all of the different gizmos and gadgets and upgrades, and all of that basically gets booted out of the window because the only thing that's even worthwhile is the one thing. There needs to be more than just the one thing, there needs to be many things. Otherwise, the variety problem gets compounded even further due to the nature of the modules resulting in there being a very limited number of viable playstyles.
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