Synth General, 2.0

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driecg36
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Synth General, 2.0

Post by driecg36 » 31 Aug 2017, 14:31

Now that there are a couple people with synth whitelist, and that they are seen a little more frequently, I think it's about the right time to make another one of these threads.

Some jump off points for discussion:
1) What do synths think about the role?

2) What do aspiring synths look forward to?

3) What do human players think about synths? Which one is your favorite, what parts do you like/dislike about them?

4) What do xeno players think about synths? Are there times where you don't just immediately murder them, have you had any good RP with synths?

5) What do you/don't you like about synths in general?
My answer to 1: - Personally, I love it and have been having a great time playing it. It's nice to take a backseat and kinda just help wherever you're needed, and I've had some fantastic RP moments in the time I've played. Additionally, it completely fixes the problem I have with most almayer ship roles; the fact that they get kinda boring after 2-3 hours in a row. I can kinda just hop around department to department, sometimes doing pretty much every role on the ship at least once. However, I do think there are some things which are mechanically odd about them, like needing defibs to be rezzed.


Just some topics to mull over and talk about, but anything about synths is welcome in this thread.
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Sleepy Retard
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Re: Synth General, 2.0

Post by Sleepy Retard » 31 Aug 2017, 14:35

one question

how fucking obsessed are you with synths

i dont think ive seen you talk about something non-synth since you got whitelisted
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Re: Synth General, 2.0

Post by driecg36 » 31 Aug 2017, 14:37

El Defaultio wrote:one question

how fucking obsessed are you with synths

i dont think ive seen you talk about something non-synth since you got whitelisted
on a scale from one to ten

solid thir:b:een
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Re: Synth General, 2.0

Post by xywenx00 » 31 Aug 2017, 15:52

2.) Being able to influence the round with your RP and your decisions.
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Re: Synth General, 2.0

Post by Blade2000Br » 31 Aug 2017, 16:40

Man, I love Synths. The way they act like passive but cooler in a way.

Or how the ayys be like "never seen such thing. GIB."
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Re: Synth General, 2.0

Post by Chuckachu » 31 Aug 2017, 18:52

Not seen one in actual action yet. But the fact that they are in and not a defacto antag like they were in early testing is great!
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Re: Synth General, 2.0

Post by driecg36 » 31 Aug 2017, 19:34

xywenx00 wrote:2.) Being able to influence the round with your RP and your decisions.
You'd be surprised, a CO can have a lot more influence on the round than a synth.

Many rounds, you're just in the background, making sure everything is working right and the op is going well. However, there are some rounds where you are extremely important, especially the ones where a xeno gets captured and you need to communicate with them.
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Re: Synth General, 2.0

Post by xywenx00 » 31 Aug 2017, 19:49

driecg36 wrote:You'd be surprised, a CO can have a lot more influence on the round than a synth.
Well, duh, they're the Commander, the most important marine role and you're just a synth, not even a human.

But did you ever get the feeling that the way you talked with the Commander or a researcher or small actions as a Synth influenced the round? Or you really just that all-around miracle helper that knows everything and helps everywhere and that's it, most of the time?
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Re: Synth General, 2.0

Post by driecg36 » 31 Aug 2017, 19:52

xywenx00 wrote:Well, duh, they're the Commander, the most important marine role and you're just a synth, not even a human.

But did you ever get the feeling that the way you talked with the Commander or a researcher or small actions as a Synth influenced the round? Or you really just that all-around miracle helper that knows everything and helps everywhere and that's it, most of the time?
There's definitely a bit of column A, but a lot of column B too. It really depends on how command staff wants to use you, and how the departments are faring.
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Re: Synth General, 2.0

Post by xywenx00 » 31 Aug 2017, 19:56

Just a quick question though, as a Synthetic are you authorized to detain? For example if a SO orders you to detain someone for some reason are you authorized to do that? That's not really clear in the Synth Guide by Feweh.
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Re: Synth General, 2.0

Post by driecg36 » 31 Aug 2017, 20:03

xywenx00 wrote:Just a quick question though, as a Synthetic are you authorized to detain? For example if a SO orders you to detain someone for some reason are you authorized to do that? That's not really clear in the Synth Guide by Feweh.
I'm not 100% sure on that. I haven't done that myself, or been in a situation where someone would ask me to detain another marine.
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Re: Synth General, 2.0

Post by ILOVEMYMOM » 31 Aug 2017, 21:04

Synths are good. The players playing Synths are good.

I personally wouldn't play a synth if I was given the opportunity, but there is nothing negative I could say about their inclusion.

My favorite synth is Leonard because it's the only synth I've ever seen or interacted with.

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Re: Synth General, 2.0

Post by Renomaki » 31 Aug 2017, 22:38

When I am not doing other mundane work, I mainly like to work as a tactical adviser for my commander.

I play my Synth like a super-XO, able to not only do whatever the CO needs but also provide suggestions and ideas for the mission ahead, provided they are willing to listen. For some players, this is quite useful, but for others... It is like talking to a wall.
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Re: Synth General, 2.0

Post by Winter » 01 Sep 2017, 01:04

I WILL BEFRIEND ALL THE ROBITS.

I like it when synths wander off past the CO.
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