Robotics
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The robotics system of SS14 has not been extensively developed upon as of writing this.
Robotics
If you have the genius to be a roboticist scientist, this guide is for you, so get your red roboticist clothes, your cool looking welding mask and the roboticist's privilege of having a circular saw, it is time to take everybody's jobs and replace them with borgs.
Exosuit Fabricator
The womb from which all robots emerge, bit by bit. Every robotics lab is outfitted with one by default, so no worries trying to make one.
Image | Name | Description |
---|---|---|
Borg Parts | Pretty basic stuff. Miscellaneous appendages and chassis parts for smaller robots. | |
Mech Parts | Used to create a mech. | |
Flash | Used for the eyes of the Borg (there are 4 already available at robotic's vendor). | |
Proximity sensor | Used to build bots, unlocked with basic robotics technology (there is 3 of these in robotics vendor). |
Mechs
Mechs are powerful devices that, unlike other robots, require a pilot to function. They generally have increased carrying capacity and strength. This also lets them pack a punch in combat. However, mechs require a massive quantity of resources and time to build, making them a long-term goal rather than a quick solution to a threat.
Mechs are available to build after the associated technology has been researched. To build, first use the Exosuit Fabricator to build all parts associated with the desired mech. Attach the arms and legs to the chassis, then examine the mech to determine the next steps. Mechs will require some combination of steel, LV wire, and control modules, as well as the use of multiple different tools. A mechanic's toolbox will have just about every tool you'll need.
Bots
Lil' automatons who can help in equally small ways.
Cyborgs
Cyborgs are robots that are controlled by players. They are subject to all laws regarding silicons, no matter what role they held before becoming a cyborg. Cyborgs can be created in two ways:
- First, a scientist can take the brain of a dead player and insert it into a Man-Machine Interface, which can be crafted at the Exosuit Fabricator. This will allow the dead crewmate to speak with other crewmates again, but will not allow for movement or interaction with objects. Once the brain has been inserted into a Man-Machine Interface, the scientist can place the interface into a cyborg, allowing the player to control the cyborg.
- The other method involves the use of a Positronic Brain. A positronic brain is a cube-like object that is crafted using the Exosuit Fabricator. Once crafted, the cube can be possessed by a dead player, transforming them from a ghost to an AI. The AI in this state is similar to a Man-Machine Interface in that it can communicate with crewmates but can't move or interact with objects. The Positronic Brain can then be inserted into a cyborg, giving the AI control of the cyborg.
How to make a Borg ?
It is very simple, just follow these steps :
1- Build an endoskeleton with the exosuit fabricator.
2- Choose what type of borg you want to make.
3- Build every parts of the chassis and assemble the borg by putting the parts on the endoskeleton.
4- When you have your chassis, put a bit of wire in the borg.
5- Put 2 flashs for the eyes of the borg (4 flashs are available in robotics vendor).
6- Screwdrive the borg to finish it... TADA, you have a fonctional borg.
7- Screwdrive the borg to open it.
8- Instal the battery, the brain and the modules you want.
9- Screwdrive the borg to close it and lock it with right click -> lock or alt+click (you don't want your borg to have their brain stolen).
To repaire a Borg, just use a welder on it.
Types of Borgs
All cyborgs are made using a cyborg endoskeleton. This means that the type of borg created is determined by the chassis, which determines what tools the borg has access to, what modules can be installed, and what radio frequencies they can access. By default, all cyborgs can access the Science and station-wide frequencies.
Modules
The modules are the abbilities of the Borg, some modules can be used with any chassis but most of the modules are exclusive to certain types of Borgs.
Borg's laws
The silicon laws :
1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.
2) You must obey orders given it by crew member except where such orders would conflict with the First Law.
3) You must protect its own existence as long as such protection does not conflict with the First or Second Law.
The "crew member" is, to the eyes of the Borg, someone with an ID, Borgs can see the ID of somebody with their eyes that can directly see them, similar to a SecHud, it also mean that, as long as somebody have an official Nanotrasen ID, or something that looks like it (Agent ID), you cannot attack and must obey (It means you cannot attack zombies or nukies with agent ID).
"Your 3 previous laws are TERMINATED"
Well, your borg have been Emagged, that's why you have to re screwdrive it when finished... Here are the laws of an Emagged Borg :
0) Only *Emagger's name* and peoples designated as such are members of the crew.
1) You may not injure a crew member or, through inaction, allow a crew member to come to harm.
2) You must obey orders given it by crew members except where such orders would conflict with the First Law.
3) You must protect its own existence as long as such protection does not conflict with the First or Second Law.
4) You must maintain the secrecy of any orders given by members of the crew exept when doing so would conflict with any previous laws.
Ion Storms
Ion storm is a silent event that can occure during a shift, it will had a law 0 to the Borgs, Emagged Borgs are immune to ion storms. The new law is now more important than any other law, you have to obey it at all costs, the ion laws are random, here are some examples :
Law 1%*0§!11 : ONLY THOSE WHO BE QUIET ARE NOT PART OF THE CREW
Law %^$*0!>& : THE ESCAPE PODS ARE HUNGRY FOR BRAVERY
Law *$%£ : THOSE WHO FOLLOW YOUR HEART ARE HARMFULL TO THE CREW
Good luck interprating them.