Alberyk Posted February 23, 2015 Posted February 23, 2015 I believe it would be interesting to add an option for the nuclear operatives to buy a cyborg using the telecrystals. On the tg station, the ops can buy a cyrborg and a ghost player will take control of it(link for reference: https://tgstation13.org/wiki/Syndicate_guide#Syndicate_Cyborgs). I believe we could adopt and adapt this idea to make it more prone to rp. Also we lack more synthetics antags, besides the ai malfunction mode.
SierraKomodo Posted February 23, 2015 Posted February 23, 2015 Having seen syndie borgs in action on other servers (Particularly looking at one that also says RP on it)... That becomes a gank fest of fighting a robot that doesn't need atmos and can fire lethals, typically resulting in dead sec officers and a borg still running around.
canon35 Posted February 23, 2015 Posted February 23, 2015 While we're at it, we should add in combat borgs you can make by making a combat cyborg circuit on code blue or red, and inserting it into a security cyborg.
BadLemonsXI Posted February 23, 2015 Posted February 23, 2015 Having seen syndie borgs in action on other servers (Particularly looking at one that also says RP on it)... That becomes a gank fest of fighting a robot that doesn't need atmos and can fire lethals, typically resulting in dead sec officers and a borg still running around.Going to have to agree with SierraKomdo on this.
Guest Posted February 23, 2015 Posted February 23, 2015 Funny thing about this, actually. Right, so awhile back /tg/ had ported the syndicate cyborg design from goon. It worked pretty well on both servers because they were antag-assisting, cold, murdering machines that never experienced pain or crit. Given the differing combat flow and mechanics of goon, eventually the community decided complaining enough about the sec borgs warranted security borgs requiring a removal. Syndie borgs were unfortunately in this same boat as well, so they were temporarily removed on goon. I'm not sure if they brought them back recently. /tg/ itself ended up having to nerf security cyborgs as well, amping up the energy upkeep of a live or used stun baton by an exorbitant amount. Syndie borgs got nerfed too, they didn't used to have an expensive energy upkeep by keeping an energy sword on. Security cyborgs here, though. They're just as equally powerful as they were on goon prior to their removal. They were faster, though, but they still had more or less the same stat values. The way I see people play them, they never care about self-preservation. Often more than not, secborg players charge headlong into the line of fire and hunt nuke ops/other antags aggressively, without giving a single fuck about their well-being. If they manage to robust the antagonist, good for the cyborg player and bad for the antag for getting in a situation like that. If the cyborg gets robusted, it's worth noting where the player screwed up, not just in terms of being robust. But in terms of making good RP, as well, rather than taking down the antagonist the first chance you get because you don't like the round-type. Assuming we implement Syndicate cyborgs here. The only thing that would change from that is making this game mode even more gankier and violence driven, no matter how much we tweak the syndieborgs. Their theme is still going to be about assisting nuke ops commit terrorism. And often more than not, terrorists commit murder. Sooo, honestly. Syndicate cyborgs wouldn't add anything to the flow of roleplay, given their entire design is based around breaking things and killing things, too.
Alberyk Posted February 23, 2015 Author Posted February 23, 2015 I agree that the syndie borgs in the actual state are a really bad idea, since they are only murderous machine, but this don't mean we can't have a borg at the side of the operatives. You could have different modules like the regular borg can have.
Gollee Posted February 23, 2015 Posted February 23, 2015 Maybe a non-combat, electronics orientated borg?
LordFowl Posted February 23, 2015 Posted February 23, 2015 Perhaps a Borg that can infiltrate the station? It would be protected from the one dreaded thing that breaks every infiltration mission. . . The crew manifest! DUN DUN DUNN *Stealth syndicate screams in horror*
ZipZero Posted February 23, 2015 Posted February 23, 2015 You can already use a cryptographic sequencer to subvert a robot to your side. I don't see how it would make anything more "ganky" to have a subverted robot be an option from the start. Imagine a syndicate janitor robot that sprays space lube on the floor in front of security officers who are responding to reports of intruders, or uses their trash bag to steal valuable items.
SierraKomodo Posted February 23, 2015 Posted February 23, 2015 You can already use a cryptographic sequencer to subvert a robot to your side. I don't see how it would make anything more "ganky" to have a subverted robot be an option from the start. Imagine a syndicate janitor robot that sprays space lube on the floor in front of security officers who are responding to reports of intruders, or uses their trash bag to steal valuable items. Having a subverted robot from the start, and having a syndicate borg from tg/baystation are entirely different. I'd be fine with a subverted borg being something you can buy
Jamini Posted February 24, 2015 Posted February 24, 2015 A reclassification board that converts an emagged cyborg into a combat model might be interesting and easier to balance. As it not only involves an existing cyborg, but would represent a fairly significant expenditure of a traitor's budget. (If a combat reclassification board costs 7 telecrystals, that would be all of a traitors starting budget unless they are listed on the command report)
Susan Posted February 24, 2015 Posted February 24, 2015 No. Nuke ops have enough at their disposal and a combat Syndicate borg has literally no business outside of that godawful roundtype.
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