Butterrobber202 Posted January 23, 2021 Posted January 23, 2021 The reason I'm suggesting this is to respond to this thread above ^. ---- Introduce a new item to Traitor Uplinks, which is effectively a medical-cyborg-lite. I am picturing some kind of small-ish (pAI sized?) robotic spider equipped with medical equipment to heal traitors, the equipment should probably be more advanced (read: easy to use) than what the Medbay has, as the random ghost that decides to try and help out the Antagonist may not be a brainmed expert. As the Spider's purpose is to give the Traitor a way to recover from wounds they otherwise wouldn't be able too, I think it being able to create a few choice chemicals and conduct surgery quickly is fair game. For the sake of concealment, I think it would be a good idea if the spider could fold itself up like a PAI into a more compressed form that can be stored on the Traitor's person. As for it's lawset, I think the standard syndicate one is fine, it definitely should not be helping out crew unless the antag specifically orders it too.
Sheeplets Posted January 23, 2021 Posted January 23, 2021 Bump. This seems like a really cool idea that I like all around but I'd personally want to see it to be bigger than a regular pAI card when you fold it up, just so you can't stuff an entire medical cyborg-lite into your pockets. A normal-sized item would probably be good.
Kryostro Posted January 23, 2021 Posted January 23, 2021 (edited) I concur with UncleJo here, antagonists 100% need their own way of accessing medical care without being under immediate scrutiny from security should they for instance: enter surgery, go under extended care in the ICU, etc. This'd be a good alternative, though the extent of medical accessibility is really what begs the question. Is it able to do surgery? Does it have stored chemicals? So on so forth. Edited January 23, 2021 by Kryostro expandong
Carver Posted January 23, 2021 Posted January 23, 2021 I like the idea in all but it requiring a player. Have some form of portable auto-doc, but don't make me reliant on there being (willing) observers in the first place to get self-care.
Butterrobber202 Posted January 23, 2021 Author Posted January 23, 2021 6 hours ago, Carver said: I like the idea in all but it requiring a player. Have some form of portable auto-doc, but don't make me reliant on there being (willing) observers in the first place to get self-care. This version would require a player to join, just by nature of the role suggested. It would be like the syndicate cyborg, if no player gets in the body, it gets refunded. An AutoDoc would be the topic for another suggestion.
Carver Posted January 24, 2021 Posted January 24, 2021 9 hours ago, Butterrobber202 said: This version would require a player to join, just by nature of the role suggested. It would be like the syndicate cyborg, if no player gets in the body, it gets refunded. An AutoDoc would be the topic for another suggestion. If the purpose is, as stated: Quote As the Spider's purpose is to give the Traitor a way to recover from wounds they otherwise wouldn't be able too, I think it being able to create a few choice chemicals and conduct surgery quickly is fair game. Then why is the player part of it needed? Having to have a willing volunteer means it's an incredibly unreliable purchase that can easily be bricked by either getting no one at all (which in a medical situation, the lost time can easily result in death - a syndiborg can wait on the refund without causing issue, internal bleeding and organ failure cannot), or getting someone who's just downright incompetent. This isn't even taking into consideration that the proposed tool draws from a pool including players who you may have potentially killed.
Butterrobber202 Posted January 24, 2021 Author Posted January 24, 2021 20 minutes ago, Carver said: If the purpose is, as stated: Then why is the player part of it needed? Having to have a willing volunteer means it's an incredibly unreliable purchase that can easily be bricked by either getting no one at all (which in a medical situation, the lost time can easily result in death - a syndiborg can wait on the refund without causing issue, internal bleeding and organ failure cannot), or getting someone who's just downright incompetent. This isn't even taking into consideration that the proposed tool draws from a pool including players who you may have potentially killed. I feel a fully automated Spiderbot would be entirely too annoying to code, and giving ghosts something to do is never a negative thing. Additionally, if a player goes out of their way to kill their killer in a ghost role, that's grounds for administrative punishment. Additionally, it would be common knowledge that the Spiderbot required a ghost before the Traitor buys it. I would assume an intelligent Traitor would take the time to purchase it beforehand if they are even thinking about running the risk of extensive injuries. You'll see in my suggestion that I also mentioned giving the bot advanced tools so even someone mildly uninformed on how BrainMed works could still manage to mend an antag's wounds.
Scheveningen Posted January 24, 2021 Posted January 24, 2021 This is a very neat idea. It would be a good thing if they had self defense weapons and were flashproof, though.
Carver Posted January 24, 2021 Posted January 24, 2021 28 minutes ago, Scheveningen said: It would be a good thing if they had self defense weapons and were flashproof, though. An emergency medical tool shouldn't be capable of robusting people.
Scheveningen Posted January 24, 2021 Posted January 24, 2021 I don't see why not, it's an item to assist the traitor's subterfuge, and if a player is to inhabit it, security is going to try to frag it. Therefore it should be able to frag back to make security think twice.
CatsinHD Posted January 24, 2021 Posted January 24, 2021 I agree with Schev that the medispider needs to have some way to stop security from just disintegrating it the second the antag forgets to pick it back up. If you don't want it to have the ability to fight then there needs to be some incentive to not have sec frag it and instead try to capture it or something. As for ghost roles, have a timer on it. If no ghost inhabits it after a certain amount of time it auto defaults to a AI that can heal them, just not as good as a potential player can. If they need it in a hurry (which is their fault for not planning ahead) maybe the ability to bypass this timer. Or, have it be an AI until a ghost inhabits it. idk, just some ideas.
Camellia Posted January 24, 2021 Posted January 24, 2021 I personally, just don't want this to be the Blitzshell (From Eris) of Aurora where it doesn't technically have to negotiate or parlay with everyone and it can go in and out of vents and just cause so much chaos because it's a little bugger. 13 hours ago, Scheveningen said: Therefore it should be able to frag back to make security think twice. otherwise yeah, that's unique and would be an interesting addition following a few play tests.
Butterrobber202 Posted January 24, 2021 Author Posted January 24, 2021 1 hour ago, Camellia said: I personally, just don't want this to be the Blitzshell (From Eris) of Aurora where it doesn't technically have to negotiate or parlay with everyone and it can go in and out of vents and just cause so much chaos because it's a little bugger. otherwise yeah, that's unique and would be an interesting addition following a few play tests. I would be completely okay for sneaking a something into it's lawset that informs it to say by it's operators side whenever it can.
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