Bot Additions

A place to record your ideas for the game.
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Helios
Joined: Mon May 05, 2014 5:07 pm
Byond Username: Shodansbreak

Bot Additions

Post by Helios » #636830

I had a few ideas for upgrades to Robots
:medbot: Firstly, would be the ability to open the maintenance hatch, and add the Cyborg self repair module to a Medbot, giving it the function of repairing bots.
:clean: After researching Sanitation technology, adding a firmware update to cleanbots would be neat.
:bluetank: A temperature regulator function for firebots would be neat. The idea that they can go into a room that is overheated or under-heated, park over the gap into space and heat their coil or expend fire extinguishing coolant until the room reaches a normal temperature. This could require atmos 1. There could also be a function to send it to rooms with temperature alarms added at the same time.
Lastly would be a new combat bot. A repeater bot. After being constructed, this would follow a player around. It could be loaded with a fire arm, be it a revolver, laser gun, disabler, etc. When the player shot at, or threw an object at another entity, the repeater bot would fire a round at the same target. It would do so until it ran out of ammo. The player who the bot is synced to can add or remove the fire arms by swiping with their ID. It would still follow you if there was no arm loaded.
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Farquaar
Joined: Sat Apr 07, 2018 7:20 am
Byond Username: Farquaar
Location: Delta Quadrant

Re: Bot Additions

Post by Farquaar » #636834

I like these
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Helios
Joined: Mon May 05, 2014 5:07 pm
Byond Username: Shodansbreak

Re: Bot Additions

Post by Helios » #639531

"You can also slot in a custom energy weapon to be fired, instead of default emitter beams. Simply open the panel and insert the gun. "
Neat. Didn't know this about Emitters. Perhaps a mobile emitter, that can only fire when over a powered wire could be an engineering unlock.
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