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Food synth?
#1
It feels a bit strange to have the food synthesizer on the Brobocop module (which doesn't have cooking utensils), but not on the Civilian module, which is supposed to be a chef. Are there plans to fix this, or add an ingredient synth to civilian module in some way...?
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#2
yeah a food synth module or ingredient synth module on the civ module would make sense... also another tragedy is that i don't think the food synth can make donuts, which it should if its on the brobocop module
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#3
brobocop gets more and more useless. just remove it already
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#4
The real Crime is that it doesn't dispense DONUTS! Also, it uses much too little power IMO, 100ou. Obviously reality is crap, but unless my very shoddy internet-based math is wrong, it would take on the order of exawatts to convert electricity to a sandwich as they do. So clearly they should cost 200 pu.
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#5
if you removed the food synth from brobocop itd be even more useless

i do like the idea of dispensing donuts - maybe a specially branded breakfast-synth(or a suitable parody/joke coffee shop name - synth) that could dispense things like donuts, coffee, and more could be a lot of fun
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#6
Donkin Donuts.
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#7
Donuts and coffee
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#8
Donut tek
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#9
Going to agree with mordent over in #5670 and say no donuts imo
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#10
in all honesty whats the real difference between just having a medborg posted in sec? that secoffs will be able to take ~15(?) worth of healing with them?
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#11
But food synths can already make donuts, the snack option when used has a 1 in 6 chance of vending them sure it isn't guaranteed but they can definitley vend them.
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#12
If you'd ask me, just move some of the tools Brobocop has to other Modules and remove Brobocop altogether.
Until the admins can find a good compromise for what consists a good SecBorgs loadout i don't think Brobocop really has a place aside from being a wierd gimmick/joke module.
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