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Changing how combat cyborgs activation works


Changing how combat cyborgs activation works  

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Posted

After some time of experience with combat borgs in game, I do believe that a change to how they are enabled is indeed necessary. I have some ideas and I would like feedback on them before picking one to work on.

 

First option: fully remove combat cyborgs from the hands of the station crew, only allowing malf to deploy them during code delta and for general adminbus.

Second option: allow them to be picked during code red, but only after an expensive robotics update was installed.

Third option: force the crew to pick between combat cyborgs or the emergency team, so if you have one, you can't select the other.

 

Which option do you think is the best one, and why?

Posted (edited)

i already picked the first, but only if they get buffed massively and utilized by HAPT only personally.

they're really strong as it stands, are utilized too frequently, and exhibit none of the traits they have in lore nor have they impacted lore beyond the news posts posted a loooong time ago. nobody as lowly as a head of staff should get access to on-demand lawed robots designed to brutally murder with exceeding efficiency and zero considerations beyond their laws

Edited by kyres1
Posted

Option 2, as that allows crew/antags to still have combat borgs around for their shenanigans. Depending on how it's implemented, it would also remove that annoying system where new cyborgs can't choose the combat module and require the override to happen again.

Posted

2nd option. No sense in having cyborgs if you can't service them in the first place. Equally less sense having cyborgs if the only people on-station are like 4 assistants a chef a HoP and the rest are a somehow completely full security roster.

 

Just have it be an RnD thing that requires metallic hydrogen. It's never fricking used anyhow.

 

Then again, first option sounds fun as hell, and it might help keep malf from always turning into "How fast can you start the core seige after killing all the borgs?" the moment someone decided they don't like the gimmick.

 

Alternatively, Alb, the station could get "defense" cyborgs instead. Use some sort of stun weapon and a limited lethal, but focus on the use of sheilds and area denial. They should be more akin to something used to secure crew, or provide a line of defense.

 

Currently combat cyborgs are more of a middle finger to those last few heisters/mercs struggling to survive on-station. Fun when you're traitor, though, because you have a chance to multiply your own forces.

Posted

Honestly, I like the third option, but how about we make it so THREE heads of staff is needed to swipe for crisis override.

Second option is also good. Gives more reason to subvert robotics/science to gain an edge. A big gamble in itself, but the payout is massive.

Posted

I would be all out for removing combat cyborgs. They add barely anything to RP as they're quite literally kill troops and later into the round with a semi set up RnD its a living nightmare due to Robotics being able to shit out super capacity shells and other upgrades while also repairing cyborgs left and right, even from what one consider lethal damage. Overall its the problem with cyborgs having so many abilities that let them survive the most retarded crap thats part of the problem.

Posted

I like the first option, in that a malf AI would develop and deploy its own "optimised" designs, exhibiting that these designs aren't available at all except in very unusual circumstances.

That said I am also in favour of them being utilised outside of malf rounds, but like you said, adminbus.

I also really like option 2. That's a good one.

Posted

Gonna have to say the third option. Combat cyborgs allows the station to choose total autonomy in dealing with a situation. An ERT call allows for an outside force to clean up the mess.

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