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let's talk cyborg
#13
(12-25-2020, 05:10 AM)Mopcat Wrote: 1. default to standard chem ui. the borg chem ui is atrocious and nobody likes it. seriously. how this is still in the game is beyond me. borgs can already use the standard chem ui with a few extra steps and nobody seems to have a problem with it, so... why not just default to that?

I like the borg chem ui. It is a fresh experience to have to work around the limitations by writing down a second guide for yourself how to prepare batches of chems.
Feel free to upgrade the visuals of that clumsy chem-ui but I feel like the main aspect of having a different experience of mixing chems is important to borgs.

In general I feel like borgs are in a pretty good place. They are better and worse than humans in several different aspects and in the sense of being able to use tools.
Still - I think they are in a pretty good place.

Also whatever exploit you are talking about to abuse some bug to access the standard chem ui as a borg should be fixed IMO. Never heard of that being a thing. Ô_o

- - -

Too lazy to write an opinion piece on every part of your ideas now but in general I only agree with one of yours.
Enhance syndicate borgs. Yeah - I can get behind that, but still borgs can be pretty powerful as is. I would rather see some fancy dandy utility tools and not straight-up guns and shit.
A borg picking up three plasma tanks lighting them in a hallway is D E V A S T A T I N G !

Another aspect - yeah - no. Security is for humans to keep and not for borgs.
I dislike the trend to essentially turn the chem-borg into a human for chemistry and the party-borg into a security-human.
Borgs and humans work differently and cater to different styles to play...but when one plays borg all the time and wishes to turn them more into humans by bridging those differences closer together...than I can only recommend for that person to switch from playing borgs to be playing human.

Argh - another thing I wanted to mention. If you care about making various modules incompatible with one another,...
Well - you better figure out how to convey that information which module works with what other modules to ANY player without the use of spreadsheets. Still - I do not think module mixing is that big of a problem.

Generally borgs can still be easily killed by anyone. Enough taser-shots, enough flashes and enough pulse-rifles will always do the job.
Oh - and if my memory serves me correct QM can also order EMP grenades and sec got some in the armory too.
There are a lot of ways to go about killing a borg - like - using the termination console near the AI?
Borgs are by far not unkillable.
Good like that.
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Messages In This Thread
let's talk cyborg - by Mopcat - 12-25-2020, 05:10 AM
RE: let's talk cyborg - by Gerhazo - 12-25-2020, 05:18 AM
RE: let's talk cyborg - by Enakai - 12-25-2020, 05:35 AM
RE: let's talk cyborg - by Tiggersaurus - 12-25-2020, 05:42 AM
RE: let's talk cyborg - by Mordent - 12-25-2020, 06:30 AM
RE: let's talk cyborg - by TheRealFlapJackson - 12-25-2020, 06:32 AM
RE: let's talk cyborg - by Gerhazo - 12-25-2020, 06:52 AM
RE: let's talk cyborg - by Frank_Stein - 12-25-2020, 08:14 AM
RE: let's talk cyborg - by KikiMofo - 12-25-2020, 10:07 AM
RE: let's talk cyborg - by UrsulaMejor - 12-25-2020, 11:31 AM
RE: let's talk cyborg - by Mopcat - 12-25-2020, 12:35 PM
RE: let's talk cyborg - by Varali - 12-25-2020, 11:42 AM
RE: let's talk cyborg - by GORE - 12-25-2020, 03:25 PM
RE: let's talk cyborg - by cyberTripping - 12-25-2020, 03:49 PM
RE: let's talk cyborg - by Varali - 12-25-2020, 04:14 PM
RE: let's talk cyborg - by GORE - 12-25-2020, 04:33 PM
RE: let's talk cyborg - by Varali - 12-25-2020, 05:36 PM
RE: let's talk cyborg - by Camryn - 12-26-2020, 05:14 AM
RE: let's talk cyborg - by Tiggersaurus - 12-26-2020, 06:16 AM
RE: let's talk cyborg - by nefarious6th - 12-26-2020, 07:08 AM
RE: let's talk cyborg - by Frank_Stein - 12-26-2020, 01:26 PM
RE: let's talk cyborg - by Gerhazo - 12-26-2020, 01:38 PM

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