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We are the Borg.


KhalidtheGrey

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Posted

Whooole bunch of ideas for robotics, implants, cybernetics, et cetera. And I encourage and invite others to voice ideas and discuss ideas on this topic. (I am 100% sure I'll crank out an OP idea or five.)


Cybernetics

  • Tool mods. Small tools that are integral to this job or that, such as a syringe. Most or all of these will likely have to be approved by heads or white-listing or something. Let's not have people capable of spawning in ready to grief with zero prep time beyond character creation.



    Types. Various types of cybernetics suited to certain tasks, such as a shock and heat resistant engineering type or a type that allows quick and easy interface/modification for roboticist. Like installing VTEC without the ID->crowbar->module->crowbar-ID or modifying bot behaviors without the ID fumbling. This is also probably something to limit to people within certain jobs/departments.



    Misc. mods that do things like constantly track the owner's vitals e.g. a built-in health analyzer, grant weak regenerative capabilities to the prosthetic on par with normal healing of flesh (at most), or something else. I couldn't think of much for miscellaneous mods. These would be somethign you can apply to just anyone and shouldn't be too crazy.

 

Implants

Implants that require surgery and reasonably (per the implant) advanced resource and fabrication requirements (e.g. science researches them, robotics or medical implants them). These would be able to do some of the cybernetics' mods' stuff, like the tool mods. An implant that generates and releases tricord when below a certain HP threshold (somewhere in the range of critical and 25%) to serve as an preventative. An implanted ID? Some of this stuff could be syndicate/tater only.


On borgs and robotics... Please let us make an upgrade module for borgs that gives them at least one hand. A manipulator. And maybe a storage unit which is probably basically a box that was installed duct taped on.

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