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Cyborg rework proposition #19
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| - Borgs should be better than their crew staff counterpart in the lategame on their own. | ||
| ## Features to be added | ||
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| ### Engineering Chassis |
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I feel these changes would just discourage people from creating or picking the Engineering chassis in general, and will be seen as a general downgrade to what we have. A borg being dedicated to a single role or specialization should be given more leniency in terms of balance because they are expected to assist crew in this specialization.
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| The engineering chassis has one of the strongest starts when it comes to borgs. Before the borg selection rework, the RCD module was something that had to be researched, and made for the engineer borg. Starting with a regenerating RCD is TOO strong in my opinion, and having it be an upgrade that the borg gets matches up with the design philosophy I aim for with this rework. | ||
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| - Engineering chassis no longer starts with an RCD module. Instead, this will be unlocked via research with advanced tools. |
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Are we sure we want to do this? See my previous comment for why I am questioning.
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I mean, couldn't we make the experimental RCD a separate module? The borg starts with a normal RCD module, and then that module contains a slot for the matter so they can refill it
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And then the atmos module still contains the experimental RPD
| Here are two potential ideas to fix this: | ||
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| 1. EXTREMELY experimental, would require extensive play testing and admins watching during said tests, but give the service Borg the unique ability to have a singular hand, but an automatic pacifist implant on selection of the chassis. This is a VERY powerful tool to give a cyborg, though I'm not sure what else would work. If this avenue is chosen, the service modules should be significantly nerfed or removed. | ||
| 2. Redefine the service Borg to be more of a SEC and command helper with paperwork and RP enrichment. Aim to have the standard for service Borgs be lawyer work, paperwork filing and delivery, and the such. With this, a bureaucracy module could be made with appropriate stamps. |
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I think both can work. Command or Lawyer helper sounds quite funny. Space Law module would help with this.
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I think it might be better to just use a whitelist on what hands can hold and interact with. I think some SS13 implementations had this.
So multiple types of borg's could have a hand feature, but only for things tailored to their design goal.
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I think it might be better to just use a whitelist on what hands can hold and interact with. I think some SS13 implementations had this.
So multiple types of borg's could have a hand feature, but only for things tailored to their design goal.
WizDen has exactly this, possibly portable?
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I think both can work. Command or Lawyer helper sounds quite funny. Space Law module would help with this.
Imagine a borg managing accesses...
| A traitor could in theory gain AA, or access break the Borg, but I'm fond of the idea of additional methods of EMAGing a Borg. | ||
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| A proposed idea for this would be to allow crew to crowbar crit borgs to forcibly open their chassis to access their internals. This will permanently update their examine text to show that their panel is busted, but serve as a very quick and dirty way to get an ally, with an increased risk of getting caught as opposed to the regular method of subverting the Borg. | ||
| Another reason for this proposition is that playing Borg most of the time, is much too safe. In most cases, antag are going to stay well enough away from you, so most borgs don't ever really directly face a threat themselves. This would at the very least, make borgs more of a target, leaving them a lot less “safe” of a pick if you're trying to avoid antags with the role. |
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I'm unsure as for the most part, most borgs cannot attack crew. That's the difference between a regular crewmember and a cyborg, one can attack crew in self-defense and the other can't. A crew aligned borg should never really be at the center of danger during a round unless its to rescue bodies or whatever. I don't think this is a point to make the game more dynamic in, as the current status quo is already quite funny (that borgs are for the most part, helpless and at the mercy of crew.)
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Don't forget law 3 of crewsimov, they are supposed to protect themselves too
corresp0nd
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borgs could use better scaling in general, and most of these sound like bugfixes/qol for borgs. i think its fine, though i also dont play borg often nor do i particulalry have a good idea of how much these changes would change the round for borg players
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I might make some experimental changes that can be reverted if people do not like certain changes. Like a security module for the service borgs (maybe with gun? Then there is more potential for RP and a reason to emag them. And they can interact with the roboticist maybe more for relaws) |
Maybe a disabler instead, one that auto recharges over time |
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Also, it seems the person that made this design doc isn't active here anymore, but I'll be glad to take it over. I will copy this PR and create a new file with some updates to the doc |
Proposed changes for a cyborg rework, to encourage more crew interaction on station.