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A little more self service in the borg chargers
#1
I think it'd be nice if you could load borg parts into the borg chargers. Let the borgs switch their brains into better heads, switch arms, and even go so far as to dismantle a debrained borg. This way borgs can replace lost limbs in a pinch. To be clear I think only roboticists should be able to load up said limbs and what not for availability, but overall I think a little bit more self service in the chargers would improve the borg and roboticist experience. Oh and let the roboticist make awesome human only limbs that add functions. Thanks.
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#2
While I agree in principal, step one is to allow borgs to change their modules and repogram them, with or without help from another borg.
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#3
I feel that borgs already have a ton of advantages, being kinda helpless in reprogramming and replacement is totally fine imo.
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#4
HukHukHuk Wrote:[...] being kinda helpless in [...] replacement is totally fine imo.

The current steps to replace robot limbs are godawful, probably in the top three mentorhelp questions.

Making docks hold limbs but requiring somebody from the outside to install them on the borg would be a ton of help for who doesn't play roboticist often.
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#5
Basically this. It's tedious and not very fun to replace borg limbs, and borgs do have a ton of advantages, but with fun as the objective an easier replacement method would definitely help make things more fun for everyone involved. You could definitely make limb replacement similar to module replacement, but an expansion on who can service and making it simpler would help clean up borgs a bit, this isn't to say a borg who's lost an arm can't still drag one to the roboticist and use the old method, it's just about adding more options to make things more fun.
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#6
How about giving the borgs a way to lock or unlock their own interface? Make it take like 20 seconds so that robotisists can still debrain them in combat if they need to.
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#7
Clarks Wrote:
HukHukHuk Wrote:[...] being kinda helpless in [...] replacement is totally fine imo.

The current steps to replace robot limbs are godawful, probably in the top three mentorhelp questions.

Making docks hold limbs but requiring somebody from the outside to install them on the borg would be a ton of help for who doesn't play roboticist often.

This. I honestly never ever understood why you would need to unlock and practically disassemble the borg to slap a limb on, it's not fun for anyone.
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#8
If we're going to go so far as to remove every instance in which borgs could possibly be dependent on roboticists, why not just remove the Roboticist job altogether and make the docking stations and robotics fabricators public-access?
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#9
The whole "Unlock interface then whack the borg with tools until you find the right one" process feels like its an old relic from before we started using the much more user friendly charging docks. Adding the ability to swap limbs on and off a borg from the dock would be a nice feature to add.

However, there are some cases where you just don't have access to a dock as a borg, namely when helping on a telesci expedition. For cases like that, what if borgs had the ability to unlock their interface so whatever scientist/assistant redshirt was with them could replace limbs or modules without having to beg for a head or roboticist ID? You can keep the borg from locking it back up, or have it be delayed to keep debraining as a legitimate tactic against rogue borgs.
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#10
Look, I can see where Paineframe is coming from. Do not add the ability for borgs to unlock themselves - if anything needs to be done to the borg in the field, that's what the roboticist should exist for. But don't force limbless borgs to float around like a sad useless torso when no roboticist is available but they can crawl to the docking stations.
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#11
Unlocking yourself as a borg literally frees anybody up to whack you with a screwdriver and pop out your brain, which is one of the fastest ways to get murdered.


As for the "why even have a roboticist job", anybody can walk up and use a chem dispenser, might as well get rid of the scientist job Rolleye
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#12
Zamujasa Wrote:Unlocking yourself as a borg literally frees anybody up to whack you with a screwdriver and pop out your brain, which is one of the fastest ways to get murdered.


As for the "why even have a roboticist job", anybody can walk up and use a chem dispenser, might as well get rid of the scientist job Rolleye

I like the idea you brought up in the other borg thread, a handcuff-style delay on relocking.
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#13
Zamujasa Wrote:As for the "why even have a roboticist job", anybody can walk up and use a chem dispenser, might as well get rid of the scientist job Rolleye
Notice that there isn't a chemist job anymore; all the research roles that used to exist got rolled into a single "scientist" job. Why not do the same thing with the Medbay jobs? From a gameplay perspective, geneticists are basically just doctors who don't need to break a window or beg the AI in order to get to the cloner, and the ability to unlock borgs is the only thing stopping roboticists from being "doctors that don't have to break into robotics to use the robotics equipment". Why not just give all of Medbay access to those two rooms and fold the Geneticist and Roboticist jobs into "Medical Doctor", if people are so damn peeved over needing to have those special jobs around?
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#14
Quit being dorks about it. It takes and id and two different tools to even be able to add a limb to a borg (id > crowbar > screwdriver). It confuses people who don't have experience with the job - even broken borgs often can't guide people through the steps to replace limbs - cut it down to a single tool or roll it in with removing a borg's powercell (id > crowbar).

That said, also adding easy customization through a dock would be great for the vanity of our mechanical jerks.
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#15
One thing that would help might be some descriptions on examine:

Quote:Cyborg's interface is locked. Swipe an authorized ID to unlock it.
Cyborg's interface is unlocked. Swipe an authorized ID to lock it, use a screwdriver to open the head compartment, or use a crowbar to open the chest.

Cyborg's head compartment is open. Use a screwdriver to close it.

Cyborg's chest is open. Use a free hand to remove a battery, a screwdriver to expose the wiring and limb hookups, or a crowbar to close it.

Cyborg's wiring and limbs are exposed. Use a screwdriver to de-expose them, use a limb to attach it, or use a free hand to remove a limb.

This sort of thing might be useful in general (especially for walls or r-walls, which have however many god damn steps) v
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