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Making cyborgs appealing again
#29
BaneOfGiygas Wrote:- Merge Hydroponics with the former Vendor to make chefborgs.
Doable.

BaneOfGiygas Wrote:- Merge Engineering and Construction for repairborgs.
These are two Rather Powerful modules. No, for the time being. Might as well call it "Area Denial Module".

BaneOfGiygas Wrote:- Merge Medical and Chemistry for scienceborgs. Alternatively, give chemborgs increased functionality with the rest of research, somehow.
Again, same thing as above, so no to the first part. The second part is considerable however I'd like to note that borgs can do artifact research with minimal to no assistance.

BaneOfGiygas Wrote:- Give the Janitor borgs an increased water tank and possibly a trash compactor, as suggested previously.
Janitor borgs are not as weak as they look, however, this is something that can be considered.

BaneOfGiygas Wrote:Nerf the infinite-use RCD and patches in some fashion, possibly through making them run on independent charges, to help maintain balance between modules.
Here, take a seat next to me, my hitler padawan. (Yes, will consider it).

BaneOfGiygas Wrote:- Introduce new robot types (like that brain jar thing that got a lot of hype a while back) to provide alternatives to plain ol' borging.
Yes, I'd like more robot types, I've been considering some stuff however I have no idea what Daeren is doing in regards of robotics so I did not want to touch that for the time being, with the exception of the brain jars. While I understand the concept of brain jars is great, I could come up with no reason I'd want to be a brain in a jar. It'd be totally feasible, supported and implemented if you could come up with a reason (special perk) to be one.
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