The Synth Rework Discussion
Posted: Tue Aug 21, 2018 9:24 am
I am eager to play as a synth, but beyond promises of de-whitelisting I have not seen any specifics mentioned for how they will function. I would like some clarity on this issue, and so excuse me while this relative newcomer takes a plunge into discussing a topic they have zero first-hand experience in. The foremost question I would like to ask is what exactly do we want out of synths? Lets break this down into several specfics:
Should synths remain unable to use guns? If no, what guns would be allowed? If yes, how (un)robust should synths be in melee combat? (in comparison to each tier of xenos)
Should synths be usable regularily as combat units? For context on CM they are generally not allowed onto frontlines and function as support units.
Building off the first two questions we should also look at how healing works for synths. Compared to healing a marine its dumb easy (almost identical to repairing androids in TG). They can also survive decapitation. With regards to balance the possibility of sword wielding robo-highlanders may not be a good idea without further tweaking some values and testing.
How many slots do we want for synths?
Do we envision any ROLEPLAYING mechanics unique to synths?
What access level should synths have? (The CM wiki doesn't specify any level of access) and are synths assumed to need permission to go planetside?
Is there any role a synth should NOT be able to step into as a replacement?
There are many more but these are the most revelant questions I could think of. I'm not asking people to respond in detail to each and every point, but rather for us to hammer out issues as needed. I have my own opinions on each point but I want other people to share their thoughts first.
Should synths remain unable to use guns? If no, what guns would be allowed? If yes, how (un)robust should synths be in melee combat? (in comparison to each tier of xenos)
Should synths be usable regularily as combat units? For context on CM they are generally not allowed onto frontlines and function as support units.
Building off the first two questions we should also look at how healing works for synths. Compared to healing a marine its dumb easy (almost identical to repairing androids in TG). They can also survive decapitation. With regards to balance the possibility of sword wielding robo-highlanders may not be a good idea without further tweaking some values and testing.
How many slots do we want for synths?
Do we envision any ROLEPLAYING mechanics unique to synths?
What access level should synths have? (The CM wiki doesn't specify any level of access) and are synths assumed to need permission to go planetside?
Is there any role a synth should NOT be able to step into as a replacement?
There are many more but these are the most revelant questions I could think of. I'm not asking people to respond in detail to each and every point, but rather for us to hammer out issues as needed. I have my own opinions on each point but I want other people to share their thoughts first.