The primary issue i see in our interim design is that the ai is expected to defend its own core. With how easy constructing the cyborg conversion trap actualy is and the ais inability to do anything about a rouge borg.
The core of the issue is:
1. borgs are easier to convert then they should be
2. ai cannot respond to borgs with its turrets(borgs can turn them off fast so a mere targeting change would not be enough)
3. even if they could, borgs always have a bucklememed human cultist along for the ride. Ai have no recourse for a human attacking them and pretending this is hard is incongruous from a design perspective. Unless you let yourself get a anticult law.
Of these issues 1 is the only one that can be quickly and easily addressed: Prevent conversion sigils from overlapping with transgression sigils. This prevents autoconversion, which is bad.
Some design issues with clockwork cult
- Supermichael777
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- TribeOfBeavers
- In-Game Game Master
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Re: Some design issues with clockwork cult
You should post this in the new clockwork cult feedback thread: https://tgstation13.org/phpBB/viewtopic ... 10&t=13167
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