Synthetics?

Generic, on-topic discussion about Colonial Marines.
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shyshadow
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Synthetics?

Post by shyshadow » 10 Jun 2017, 03:12

Synthetics!? What are they?! How can I protect myself from these menacing robots!
Simple my sweet child you don't! Marines, you can and will probably love your fellow android, those seegston fellows probably aren't the best candidates or examples of your synthetic unit!
Your prime example of a Synthetic Unit is probably one of your closest friends! They will do essentially any task, and while they aren't combat worthy they can surely be your best friend in the best times. Though back in the days of old, Synthetics weren't built with the restraints of Robotic law that they now have today. Under no circumstances can a Synthetic unit harm a human, so marines you should feel safe at all times! They can do almost any menial task, they are a some-what jack of all trades, considering their actual work they're an extremely expensive piece of equipment however disposing of said synthetic unit is at your own discretion. If it's weighing you or your men down! Just tell it to piss off! It ain't human!
Some shitty image we got from the archives : Image Anyway, this was just some stupid gimmick that I did. If I'm honest I just want to know on the community's opinion on synthetics, and if they are actually worth having. While I think it's interesting for a Synthetic to go rogue, it shouldn't the server takes place technically like an ass ton of time after the Sulaco incident. Even then the Synthetic units were a lot more advanced then when the David 8 Series came out, so I'd want to hear your thoughts on what the a Synthetic on the server should and shouldn't do.
Last edited by shyshadow on 10 Jun 2017, 04:56, edited 1 time in total.
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Nick123q23
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Re: Synthetics?

Post by Nick123q23 » 10 Jun 2017, 04:16

Seegson is shit. Weyland-Yutani human-like synthetics are superior.
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misto
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Re: Synthetics?

Post by misto » 10 Jun 2017, 16:44

i think that it is definitely worth experimenting with having synthetics ingame. they are perfect for introducing wrinkles or complications to a round in ways currently limited to ert summoning and other admin interference.

1. they should have bodily qualities significantly different to basic marines, as in they should not feel pain and can be given enhanced health and durability as you wish. this will let even a lone synth be a significant factor no matter what side it is loyal to.

2. as a w-y product, it should typically serve as corporate liaison's backup, in whatever nefarious objectives are introduced to that role.

3. as i stated earlier, it can be activated as a sleeper agent by admins to complicate a round. if the marines are stomping the aliens too hard it can go rogue and hurt the marines in some capacity, if the reverse is true the synth can be cleared for combat testing by the liaison/admins and backup the marines.

4. as a w-y product it could be loyal to any w-y pmcs who board the ship to bully the marines, unless it has gone rogue to the point of being pro-alien

5. w-y pmcs and deathsquads could even be partially made up of combat synth agents, thus making them that much more serious and giving players lucky enough to join these erts a funner time going ham with better durability.

as for seegson synths as seen in alien isolation, theyre cool too, but we seem to be focused on w-y colonies and operations, so i dont see as many opportunities for them to come in. maybe they could appear among "survivor" roles as an inferior or hostile synth type if a map is ever made where marines have been called to rescue a seegson station or ground operation. indeed, a map set in a seegson facility could even give the w-y corporate liaison and w-y synth an excuse to get down there and loot/wreck/claim the place, depending on whether you want to set it before or after seegson has been acquired by w-y

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MrJJJ
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Re: Synthetics?

Post by MrJJJ » 12 Jun 2017, 02:21

This will take about 10 years to appear and it will be done by Apop and then we wonder why we ever wanted them

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