the Synths

Generic, on-topic discussion about Colonial Marines.
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tiredbum
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the Synths

Post by tiredbum » 20 Aug 2017, 17:05

Dunno if someone has already started a thread on this, but I am curious as to what some players think of the new whitelist role. Just reading their rules, I cannot really see them being any real use other than to be planetside for FOB help. engineering on the Almayer really only needs person to do anything, and there is already enough slots open for doctors in the medbay, so I dunno what their use is shipside.
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xywenx00
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Re: the Synths

Post by xywenx00 » 20 Aug 2017, 17:08

They're a heavy RP role and are multi-functional. So far what I've seen the Synths do is support the support roles.
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Cairath
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Re: the Synths

Post by Cairath » 20 Aug 2017, 17:11

The primary reason they're a whitelist role is the fact that they're a role that requires someone to roleplay quite a bit and immerse themselves in that role a lot more than in other roles. Think of them as a wildcard. There are enough slots open for doctors, but sometimes you need an extra hand. They will rarely drop down to the FOB, as they'll try and make themselves useful on the Almayer and interact with people.

A role doesn't need to have a gameplay reason to exist, it can be there for the flavor.
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NescauComToddy
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Re: the Synths

Post by NescauComToddy » 20 Aug 2017, 17:22

Synthetics are new roles that open up several general roleplaying opportunities for the server.

They are whitelisted because the player who is to play a synthetic character must know how to be the character and act in a logical way. They are not strong, or extremely agile, but as I said earlier, the role-play possibilities they open are incredible.

If we analyze them in a deeper way, the main characteristic and strength of them is precisely the role-playing that they can do. With this "weapon," they can change several events if they are used correctly.
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Clayton_Kelly
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Re: the Synths

Post by Clayton_Kelly » 21 Aug 2017, 01:44

tiredbum wrote: and there is already enough slots open for doctors in the medbay
There's plenty of times when you need as many doctors as possible. People who are at full health but have a single debilitating fracture such as their foot or chest, can wait in med bay for an hour. What happens is that doctors see them as stable, and we get a constant stream of critical patients coming in, so these stable marines just sit in med bay until there is nothing to do.

BadApple
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Re: the Synths

Post by BadApple » 28 Aug 2017, 01:02

Never seen one do something useful but cool for roleplay

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Pictish20
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Re: the Synths

Post by Pictish20 » 28 Aug 2017, 01:16

Clayton_Kelly wrote:There's plenty of times when you need as many doctors as possible. People who are at full health but have a single debilitating fracture such as their foot or chest, can wait in med bay for an hour. What happens is that doctors see them as stable, and we get a constant stream of critical patients coming in, so these stable marines just sit in med bay until there is nothing to do.
This is so true. One round, I'm CMO, and I have like two or three other doctors (not counting researchers), and of course, there are a dozen or so people with no hands, or multiple fractures and all that, normally easy fixes, except when three people come in in stasis bags or needing defibs each flight. Having a synthetic there to sew arms back on so that the doctors and I could deal with the critical cases was a real help. I also really enjoy the roleplay, and want to see them more often.
Charlton 'Stiffy' Cavalet-I'm probably in the CIC (or CL's office), by choice or RNG, who knows.
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I also play as the synthetic named Lucien, and I am an ex-mentor.
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