01-13-2016, 12:11 AM
I've suggested this before, but I've put a bit more thought into it and come back with a few tweaks so I think it's worth a new thread.
Robotics is a bit boring right now, I think most people would agree. So what would make it more interesting? If their main job was now cyber-augmentation! The majority of the augmentations should affect your UI in some visible way, mostly replacing parts of it like your equipment slots with other things. Aside from the fact that if you've permanently grafted a helmet into your skull, you're not exactly going to have a lot of options for hats, it's symbolic of the slow loss of your humanity. Even a replacement arm should turn your hand slot into a more robotic-looking variant.
The augmentations
Cyber-net implant: Open the top of the head with scalpel then saw, then click with the implant to attach it to the brain. Grants cyber-talking, captain-level door access and long-range machine control. However, you are subervient to the AI and its laws. Makes talking more robotic. Brain access now as simple as ID -> screwdriver.
Cyber-heart: Increases stamina max by a lot. Increases stamina regen some.
Cyber-lungs: Inbuilt small air tank.
Cyber-helmet: Open the top of the head with scalpel then saw, then put in the head slot. Helmet is armoured and has inbuilt flashlight that drains stamina. Replaces head slot on UI with flashlight toggle.
Cyber-mask: Put in the mask slot, target the head, staple. Will fall off if not stapled like loosely-attached limbs. Functions as a gas mask. Makes talking more robotic. Removes the wearer's identity.
Cyber-arm: Spaceproof, has increased striking and throwing power. With two cyber-arms, *flex or resist breaks handcuffs instantly. Two arms replace glove slot with ???????. Comes in two varieties.
Cyber-eyes: As they are now.
Cyber-chest unit: Open the chest with scalpel then saw, then put it in the exosuit slot. Torso is spaceproof and armoured. Access to internal organs now as simple as ID then crowbar. Back slot is replaced with 'access tool module' button. Belt slot is now where tool module is kept, replaced by 'eject' button on UI.
Uniform/pockets: ???????
Glasses: ???????
Ears: ???????
Augmentation Encourages Augmentation
The intention is to create kind of a slippery slope, where one upgrade is nice, but it makes you want to get more and more.
Direct synergy benefits
helmet + mask: Head is space-proof.
heart + lungs: Increased stamina regen.
mask + lungs: Can refill air tank from atmosphere.
More subtly
One cyber-leg keeps you upright better, but two gives you mag boots or a speed boost (or a goofy way to clown around). Having one leg encourages getting a second.
Having some limbs encourages getting the rest and a torso, as altogether they function as a spacesuit.
A grasper arm is more limited in function than a regular arm, but stronger. To reach its full potential, gaining the ability to snap cuffs, you'd want a second arm, probably a tool arm. Getting a tool arm encourages getting a torso, so you have access to cybertools on the go.
Getting anything that has a stamina draining function encourages getting a cyberheart so that you can keep them powered, which then encourages cyberlungs for the extra stamina.
Cyber arms encourage getting a cyber-net implant to make up for the loss of flexibility.
If you have a cyber-net implant, the AI or anyone who uploads a law can tell you to get other augmentations.
The great part is that this hardly requires any new graphics at all. Some kind of blank mask for the cyber-mask and a hard hat/helmet combo for the cyber-helmet, but otherwise it could all be repurposed cyborg parts.
Obviously there's a few gaps, a few slots that I haven't thought of replacements for. It could need looking over for balance, too. Ultimately, a fully-augmented human should be basically what cyborgs are now, only not really unfun to play as. Stamina would function as a replacement for their power cell, but that could do with looking at if you feel that having to return to a docking station is a really important part of balancing cyborgs.
In my ideal world, cloning would be replaced with the Frankenstein table idea I came up with a while ago, and each cyber-augmentation would increase the range of power values that successfully revive you, but I know some people are weirdly attached to a reliable way to bring the dead back to life
.
Robotics is a bit boring right now, I think most people would agree. So what would make it more interesting? If their main job was now cyber-augmentation! The majority of the augmentations should affect your UI in some visible way, mostly replacing parts of it like your equipment slots with other things. Aside from the fact that if you've permanently grafted a helmet into your skull, you're not exactly going to have a lot of options for hats, it's symbolic of the slow loss of your humanity. Even a replacement arm should turn your hand slot into a more robotic-looking variant.
The augmentations
Cyber-net implant: Open the top of the head with scalpel then saw, then click with the implant to attach it to the brain. Grants cyber-talking, captain-level door access and long-range machine control. However, you are subervient to the AI and its laws. Makes talking more robotic. Brain access now as simple as ID -> screwdriver.
Cyber-heart: Increases stamina max by a lot. Increases stamina regen some.
Cyber-lungs: Inbuilt small air tank.
Cyber-helmet: Open the top of the head with scalpel then saw, then put in the head slot. Helmet is armoured and has inbuilt flashlight that drains stamina. Replaces head slot on UI with flashlight toggle.
Cyber-mask: Put in the mask slot, target the head, staple. Will fall off if not stapled like loosely-attached limbs. Functions as a gas mask. Makes talking more robotic. Removes the wearer's identity.
Cyber-arm: Spaceproof, has increased striking and throwing power. With two cyber-arms, *flex or resist breaks handcuffs instantly. Two arms replace glove slot with ???????. Comes in two varieties.
- Grasper: Can pick up anything a human can. Can drop things, throw things and hit things with things. Can splash beakers on things, but cannot grip tightly to only apply 10 units. Cannot otherwise use things on other things.
- Tool: Can use cyber-tools from a cyber-tool module. Can pick up and attach cyber-augmentations for other people. Alternatively, this arm can have any one handheld item permanently attached. This would mean you could have item limbs without needing a custom sprite for each one.
Cyber-eyes: As they are now.
Cyber-chest unit: Open the chest with scalpel then saw, then put it in the exosuit slot. Torso is spaceproof and armoured. Access to internal organs now as simple as ID then crowbar. Back slot is replaced with 'access tool module' button. Belt slot is now where tool module is kept, replaced by 'eject' button on UI.
Uniform/pockets: ???????
Glasses: ???????
Ears: ???????
Augmentation Encourages Augmentation
The intention is to create kind of a slippery slope, where one upgrade is nice, but it makes you want to get more and more.
Direct synergy benefits
helmet + mask: Head is space-proof.
heart + lungs: Increased stamina regen.
mask + lungs: Can refill air tank from atmosphere.
More subtly
One cyber-leg keeps you upright better, but two gives you mag boots or a speed boost (or a goofy way to clown around). Having one leg encourages getting a second.
Having some limbs encourages getting the rest and a torso, as altogether they function as a spacesuit.
A grasper arm is more limited in function than a regular arm, but stronger. To reach its full potential, gaining the ability to snap cuffs, you'd want a second arm, probably a tool arm. Getting a tool arm encourages getting a torso, so you have access to cybertools on the go.
Getting anything that has a stamina draining function encourages getting a cyberheart so that you can keep them powered, which then encourages cyberlungs for the extra stamina.
Cyber arms encourage getting a cyber-net implant to make up for the loss of flexibility.
If you have a cyber-net implant, the AI or anyone who uploads a law can tell you to get other augmentations.
The great part is that this hardly requires any new graphics at all. Some kind of blank mask for the cyber-mask and a hard hat/helmet combo for the cyber-helmet, but otherwise it could all be repurposed cyborg parts.
Obviously there's a few gaps, a few slots that I haven't thought of replacements for. It could need looking over for balance, too. Ultimately, a fully-augmented human should be basically what cyborgs are now, only not really unfun to play as. Stamina would function as a replacement for their power cell, but that could do with looking at if you feel that having to return to a docking station is a really important part of balancing cyborgs.
In my ideal world, cloning would be replaced with the Frankenstein table idea I came up with a while ago, and each cyber-augmentation would increase the range of power values that successfully revive you, but I know some people are weirdly attached to a reliable way to bring the dead back to life
