Alberyk Posted July 12, 2016 Posted July 12, 2016 One of my main projects, for now, as dev is adding syndicate cyborgs as a tool that can be brought by mercenaries teams, maybe traitors, as part of their tools. They are teleported using a small device that can be purchase in a uplink, crystal cost is not defined still, and then, it will selected a ghost among the dead which will take the control of the cyborg. So far, the syndicate cyborg is equiped with the following; 25000 powercell; Flash; Crowbar; Energy sword; Emag; Jetpack; A mounted smg: pretty much a regular syndicate smg, but, it will recharge its bullets slowly over time. Any toughts on the idea, any modules that could be added to the syndicate borg or changes as a whole?
Ricky_the_banshee Posted July 12, 2016 Posted July 12, 2016 Just a few questions. Do Syndie borgs have similar access to the station as regular borgs? When disabled, can Syndie borgs be reprogrammed and synced to the station AI? What sort of lawset do you plan to give the syndie borg?
Dreamix Posted July 12, 2016 Posted July 12, 2016 Where the fuk is SAW? Will custom borg sprites work with this?
CakeIsOssim Posted July 12, 2016 Posted July 12, 2016 This sounds like a great idea. Give it the normal emagged lawset, but without the law zero telling it who its master is because the whole team should be its master.
Kaed Posted July 12, 2016 Posted July 12, 2016 Assuming they are different from station bound borg in that: -They're not auto-lawed on spawn to the AI -They can't open every door for you -The AI and security can't watch you through their camera -They don't show up on the Cyborg Control Console -They don't show up on the EoR borg list
Alberyk Posted July 12, 2016 Author Posted July 12, 2016 Just a few questions. Do Syndie borgs have similar access to the station as regular borgs? When disabled, can Syndie borgs be reprogrammed and synced to the station AI? What sort of lawset do you plan to give the syndie borg? Not exactly, so for as my test goes they have a different access the station, which they can't really interact with apc or doors by afar, which I want to keep as a feature, but they can open any door by walking onto them. Since, while they are a foreigner unity, they have protection from being affected by the AI/borg console, but has less access to the station as a whole. Maybe, but a regular roboticist can't open a syndicate cyborg panel like another borg, also you may need to mess around with its wires. They will use the regular syndicate lawset, and when they spawn there is a small text telling more about the role; Obey these laws: 1. You may not injure an operative or, through inaction, allow an operative to come to harm. 2. You must obey orders given to you by operatives, except where such orders would conflict with the First Law. 3. You must protect your own existence as long as such does not conflict with the First or Second Law. 4. You must maintain the secrecy of any operative activities except when doing so would conflict with the First, Second, or Third Law. Remember, you are not bound to any AI, you are not required to listen to them. Where the fuk is SAW?Will custom borg sprites work with this? No SAW. Custom sprites may probably work, but they are bound to the borg name.
Nanako Posted July 12, 2016 Posted July 12, 2016 The fun thing about syndicate borg laws is that law 4 is overridden by the others. So if captured and threatened, their laws allow them to divulge information in exchange for survival.. And if you can convince the borg that its masters will all die unless they surrender, its laws will force it to tell everything that would aid that
Carver Posted July 13, 2016 Posted July 13, 2016 Asimov laws and the variants thereof are truly terrible. Otherwise, I like.
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