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Re-work security borgs


Lady Fowl

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Posted

This is pretty much even more pointless than the old secborg. The forensics tech has literally nothing to do on an average round to begin with, it's just shieldbot and 'borg let us in this department'. I doubt the barricades will be super useful because they will block movement anyway. This is directly inferior to just removing them, as this just leaves them castrated. I would only accept /tg/ peacekeepers over this, there's nothing that great about this one.

Posted

We can always implement some of peacekeeper functionality. Leaving them just as shields borgs is kinda meh as it gives single purpose. I am not saying idea is wrong, just think we need to like spin it more, add more stuff.

Posted

And drago swoops in with a hastily assembled set of ports from other servers mere hours after I make a proposal to create Protector modules.

Oh well, I guess I can use some of this stuff when I eventually finish Protectors.  Sure, whatever.  It's better than no sec borg I guess.

Posted (edited)
2 hours ago, Kaed said:

And drago swoops in with a hastily assembled set of ports from other servers mere hours after I make a proposal to create Protector modules.

Oh well, I guess I can use some of this stuff when I eventually finish Protectors.  Sure, whatever.  It's better than no sec borg I guess.

It's a start from my perspective, but I would prefer the current sec 'borg be outright removed if the alternative is it or nothing. Protector I'll probably like a lot more.

Edited by Chada1
Posted (edited)

Alright so, on thinking, I think we could likely merge the Rescue module into this new Sec Module, with CSI capabilities and defensive capabilities. I will explain what I mean and what this would serve to do in a second. I also think adding Sec maglocks to the 'borg would help Sec out too since it could lock airlocks to Security access. Ideally, I would say the merging would look like this.

Spoiler

* Warrant projector (Allows you to check outgoing warrants remotely.)
* Corporate Regulations (Works like the regular book.)
* Global positioning system (Works as a normal GPS.)
* Syringe
* Crowbar
* Flash
* Fire extinguisher (Smaller variant, 150u capacity.)
* Security Hud
* Handcuffs
* Ointment
* Roll of gauze
* Medical splints
* Health Analyser
* Cyborg Hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Tramadol.) <= Nothing else, only stabilizing Chems.
* Stasis Bag rack (No Rollerbeds, instead, Stasis bags for quickly stabilizing Crew/Antags and rushing them to medical)
* Security Maglock Dispenser (Could recharge through the 'borg recharger, these stick to an airlock and make you require an ID, or lots of beating, to get through it.)
* Energy Shield Dispenser (This may be more difficult to do, but I'd also think it'd be MUUUCH cooler if instead of placing a machine down, you yourself were the machine dispensing the shield, and so the shield would move with you and protect everyone around you in a radius, we have code for this already via the shield anomalies and bubble shield generator it'd just need to be a massively weaker version. The Anomaly batteries can also store a shield that does this, and if you can take that and make it drain the borg instead, that'd be fantastic.)
* Police tape
* Inflatables dispenser
* Forensics Gripper
* Laser Gun (When Emagged)
* Electrified arm - Like a stun baton (When Emagged, copy from the Construction and Engineering Module, illegal tech board could unlock it. If you can only have one Emag tool, this should be it, delete the laser gun.)

I think this would move the Security 'borg away from a combat role and more to a very utility focused one, it would have lots to do in Sec and in support still, but it wouldn't be taking Antagonists out of the round, it would at best be helping Security while it did so. However, this entirely obsoletes the Rescue module, and so the Rescue module should be deleted if this idea is taken. The Sec module would take the role of Rescue, and while not being near as effective at medical stuff, it'd be entirely capable of stabilizing crew/antags and getting them to medical where a 'borg or other staff may be waiting to do surgery and lasting treatment. I think this'd cut it for me and at least make me okay with it existing.

Edited by Chada1
Posted

Forensic techs already get railroaded by their own departments inability to understand what a crime scene is. Now we have to deal with a borg doing it as well? Borgs taking over jobs that have multiple purpose is fine. (We'll always need more Engineers, Miners and Surgeons), but to put a borg in control of a niche job that isn't respected as it is... well.. doesn't sit right with me.

All you'll have is "Ah, let the borg go dust for prints." which is the CSI's main job: forensic data.

Posted

Sorry but this is even more terrible than Kaed's suggestion. I don't see the need for a rushed, immediate replacement for sec borgs. Just remove them and see what happens first, gather some data, build something resulting out of that, not....something just because. 

Posted
5 hours ago, KingOfThePing said:

Sorry but this is even more terrible than Kaed's suggestion. I don't see the need for a rushed, immediate replacement for sec borgs. Just remove them and see what happens first, gather some data, build something resulting out of that, not....something just because. 

Rude.

Posted (edited)
On 13/08/2019 at 08:20, KingOfThePing said:

Sorry but this is even more terrible than Kaed's suggestion. I don't see the need for a rushed, immediate replacement for sec borgs. Just remove them and see what happens first, gather some data, build something resulting out of that, not....something just because. 

We also don't need a rushed, immediate sec nerf with no consideration made to how it affects the department. Put some thought into a suggestion before demanding it gets added thanks.

Edited by Munks
Posted

There has already been a lot of discussion on security borgs outside of this thread. 

Removal of sec borgs isn't the question here, and it's definitely not a sec nerf. The removal of sec borgs is coming after the current arc is completed. 

 

Posted

Nice, the peacekeeper borg from /tg/ screenshot in that thread made it in the snapshot. I imagine anyone without context will be totally confused and I find that hilarious.

Goonstation figured out secborgs were toxic many years ago, apparently we didn't catch it until recently, no idea how that came to happen. Better late than never that we follow that example.

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