02-22-2015, 09:55 PM
I wouldn't really nerf the medical or construction borgs just because, remember, you're trading away an incredible amount of freedom for a very limited subset of tools. If you're a construction borg and a human you care about goes down, you can't drag them to a med vendor and slap patches on them. You can't carry around a first aid. You can't do anything except construct/tear down, and even then only limited things.
Same with medics. Sure, you can heal people, and maybe the scalpel/saw are decent weapons, but you literally can do basically nothing else. If you get walled in, you are hopelessly trapped (no carrying around a set of tools for you!), you can't pick/up move things or write on papers or much else.
You also have to remember that you're trading away your mostly-guaranteed free will. As a human you're only at risk of mindslaving, and that isn't very common (especially if you aren't a well-known player). As a borg, all it takes is one person in the AI chamber (or even elsewhere!) and suddenly you have to drop what you're doing and follow new laws.
I think the solution lies in making the other modules more appealing. For example, stuff like the Janitor module perhaps having a bulit-in "trash carrier" that could collect garbage and automatically dump it onto the floor/into a proper chute, and a perma-wet mop (perhaps at the cost of some battery with use). (Maybe have a grab intent on a janitor borg would forcibly dump the contents of the internal trash cart, who knows.)
I think one thing that would probably make things a lot less frustrating is to remove the module rewriter and replace it with a self-serviceable one built into the charging station that takes about 30 seconds to do its job. That would go a long way towards making borgs more flexible.
- Making borg bodies requires a lot of resources. I think by default you can make 3 or 4 solid bodies without scrounging for extra supplies. Compare to cloning, where you generally won't run out if you recycle the deceased (+ a monkey pen full of more materials if you run low)
- Borgs have a built-in killswitch that is remotely triggerable and cannot be defended against without another human disabling it. In the worst case you can build one off-station or otherwise hidden and trigger it from there.
You can also off borgs fairly easily if you have a Roboticist, MD, or head ID; flash/stun baton, ID, screwdriver, empty hand.
It would be interesting if there were statistics kept on how many players were cloned/borged during a round.
Same with medics. Sure, you can heal people, and maybe the scalpel/saw are decent weapons, but you literally can do basically nothing else. If you get walled in, you are hopelessly trapped (no carrying around a set of tools for you!), you can't pick/up move things or write on papers or much else.
You also have to remember that you're trading away your mostly-guaranteed free will. As a human you're only at risk of mindslaving, and that isn't very common (especially if you aren't a well-known player). As a borg, all it takes is one person in the AI chamber (or even elsewhere!) and suddenly you have to drop what you're doing and follow new laws.
I think the solution lies in making the other modules more appealing. For example, stuff like the Janitor module perhaps having a bulit-in "trash carrier" that could collect garbage and automatically dump it onto the floor/into a proper chute, and a perma-wet mop (perhaps at the cost of some battery with use). (Maybe have a grab intent on a janitor borg would forcibly dump the contents of the internal trash cart, who knows.)
I think one thing that would probably make things a lot less frustrating is to remove the module rewriter and replace it with a self-serviceable one built into the charging station that takes about 30 seconds to do its job. That would go a long way towards making borgs more flexible.
Quote:This, consequentially, would make AI subversions way more dangerous due to the density of borgs. A balance needs to be made to make both options have their pros and cons but ultimately be on equal footing.I think there are a few points worth considering:
- Making borg bodies requires a lot of resources. I think by default you can make 3 or 4 solid bodies without scrounging for extra supplies. Compare to cloning, where you generally won't run out if you recycle the deceased (+ a monkey pen full of more materials if you run low)
- Borgs have a built-in killswitch that is remotely triggerable and cannot be defended against without another human disabling it. In the worst case you can build one off-station or otherwise hidden and trigger it from there.
You can also off borgs fairly easily if you have a Roboticist, MD, or head ID; flash/stun baton, ID, screwdriver, empty hand.
It would be interesting if there were statistics kept on how many players were cloned/borged during a round.