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Technomancer Item and Races


Colfer

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Technomancer is a cool gamemode that I like. The only problem is that technomancer golems look incredibly good and have interesting functions about them, but they arent accessible by the technomancer themselves. They are only usable by people who are not actively participating unfortunately. Additionally, technomancer packs look pretty ugly in my opinion and I wish that there was some way to hide them, to rectify these issues, I have come up with two solutions:

1: There used to be a machine that allowed you to set your race to an alien humanoid if I remember correctly with randomized stats. A new machine could be added that gives a confirmation dialog that tells the person who clicked it that "This change is irreversible, you will be turned into a technomancer golems. Technomancer golems cannot wear any item and spawn with a powerful manipulation core. Are you sure you want to do this?" which will strip the technomancer and turn them into a technomancer golem if they decide to do so.

2. A new core called the implanted core. The implanted core has slightly (around 5% less powerful overall) lower stats than the base manipulator core, but the core cannot be removed as it will be implanted into the person that wears it. This allows somebody to hide the core and mascaraed as a crewmember, impersonate a psionic power user, or other special circumstances, instead of lugging around an entire motorcycle on your back. ALTERNATIVELY, buyable 'invisibility paint' that hides the technomancer packs on-mob sprites or something I guess, I dont know.

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These options would make Technomancer bearable and capable of being interesting, the stupid fucking packs just make the entire mode less serious, and it makes the fucking Bulwark caste of Vaurca on par to your mob sprite.

 

The only Technomancer changes I'd approve of, as a player.

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54 minutes ago, Colfer said:

but the core cannot be removed as it will be implanted into the person that wears it.

The core already can't be removed unless the Technomancer willingly unlocks it, to my knowledge. I do not want to see any additions that would make this even more difficult, because there have been so many  times where I have seen security successfully capture and restrain a techno, be unable to remove their pack, and keep having to constantly recapture the techno when they inevitablyescape. Most of the time, this ends in security just killing the technomancer because they cannot contain them. IMO Technomancer should be changed to make locking the pack an active decision,- having to spend stability on it, or something similar.

Edited by Faye <3
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Well yeah obviously, but it being implanted could probably be removed via surgery if I had to guess? Though this would be a weakness of this specific power pack because it would probably be hard to lock it in place in terms of code

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While I like the idea of the adding of the Golem I am primarily here for the 'hidden' core. As a player who frequently plays Antag's I always find myself rolling my eyes whenever I land on the unlucky position of Technomancer. The role itself is not the problem as it allows for many different avenues and approaches to create an interesting story for the station, it's quite literally the thing that makes the Technomancer unique and different and provides these avenues, the core.

As much as the idea of some magicy-spacey-wacey core being the source of an individuals power is cool, when you wish to branch out to something a bit more unique it really limits things, as small as it is. Appearance can really set the mood for a gimmick, if a group of supposedly Nanotrasen officials turned up wearing clown suits you wouldn't really be fully convinced that they were as they stated. While that's a bit extreme, think about if someone is trying to say act as a 'special' salesman, toting their way across the galaxy selling odd wares and objects, they turn up to the station and set up shop. Suddenly, people start asking what that massive black purple energy radiating backpack is on your back, how do you respond? 'Oh, it's my teleportation device?' or perhaps, 'Oh, that's where I get my wares from.' Sure, that can work, but if you really want to make the reveal of your characters magical, mystical talents special, you need to have that backpack hidden from sight, because even if we have rules preventing OOC knowledge IC, everybody, and I mean everybody will know what the gamemode is and what is going to happen as soon as they see that rotten buldge sticking out from the antags back, and in all truth, even if you did expect or find out through their use of magic powers what gamemode it is, at least it isn't in your face to what you're playing against.

In short, I reaaaaaaaally love this idea and hope that some form of backpack hiding is introduced, hell even if it was mechanically still in the back slot but not visible I would still be over the moon. And in all truth, how bad are the cons when weighing in the pros of all of the new gimmicks and ideas that can be opened up? Diversity keeps the game interesting!

 

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