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Making cyborgs appealing again
#36
I'd say keep chem/medical and construction/engineering borgs separate.

Chemborgs are surprisingly versatile; all-access lets them gather some ingredients that human chemists have a tough time reaching, and their built-in mini-ChemMasters are way too underestimated. The only reason they were overshadowed by mediborgs was the editable infinite patches, and they're a pretty even choice now that mediborgs can't customize their patches. Chemborg doesn't really need any upgrades right now, it just needs people to give it a chance.

There's nothing wrong with the concept of the engyborg. It simply hasn't kept up with the evolution of the engineering department jobs. Over the last year, engineering has shifted from power providers to construction monkeys, and mechanics has shifted from making backup cloners and fooling with wires to packet hacking and setting up complex logic-driven death machines. None of those changes were carried over to engyborgs, so they've simply failed to benefit from new features and rotted from neglect as their old features became largely obsolete. So update their features! Give them a mini-MechComp dispenser (maybe minus some of the most obviously dangerous components like gravitons) and maybe some gizmo that makes hacking/learning hacking easier. Maybe being able to tap a wire and see the last packet(s) that traveled through it?

Hydroponics, on the other hand, just plain needs to get something new. It can't even use any of the cool botany stuff, making it virtually useless.

I'm down with merging brobot and standard, they're both kinda boring.
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