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Cyborgs (to include cyborg rangers)

Suggestions for what Wasteland 2 should or could include.

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Cyborgs (to include cyborg rangers)

Postby jonny_p66 » May 2nd, 2012, 9:18 am

I love cyborgs

omg 'the borg'! I just got that!

to include 'upgrading' your rangers (strictly limited so it doesn't get ridiculous and turn into deus ex or syndicate), and replacing limbs blown of in battle a la luke skywalker

also a quest where an evil cyborg turns out to be someone's father (although i know chris avellone was talking about reducing the pop-culture references from the level they were in Fallout 2 so maybe, maybe not)

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Re: Cyborgs (to include cyborg rangers)

Postby BentSea » May 2nd, 2012, 12:01 pm

I, personally, am fully prepared to shed my human body to join the transhuman revolution. Fleshy arms are for the weak. Give me new robot appendages.
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Re: Cyborgs (to include cyborg rangers)

Postby SagaDC » May 2nd, 2012, 12:17 pm

I can see the potential for cybernetically augmented characters - both recruitable characters, and augmented Desert Rangers created by the player. I would use such things sparingly, though, because Wasteland shouldn't be confused with Shadowrun or Cyberpunk. It certainly has some interesting potential, though, and the previous game DID have a Cyborg Tech skill.

I would imagine that cybernetic parts could be salvaged or constructed by characters with appropriate skill, but that installation (and the reliability of the implant) might be difficult. Cybernetic implants might have long-term drawbacks, or perhaps an immediate penalty such as a permanent reduction in health, intelligence, or speed. Alternately, cybernetics might make the augmented character more succeptible to certain types of attacks, such as electrical or EMP-based attacks.

However they're implemented, IF they're implemented, cybernetics should be relatively balanced. Presumably, whatever bonuses they grant would be offset by the cost and penalties that they impose.
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Re: Cyborgs (to include cyborg rangers)

Postby suz » May 2nd, 2012, 12:23 pm

BentSea wrote:I, personally, am fully prepared to shed my human body to join the transhuman revolution. Fleshy arms are for the weak. Give me new robot appendages.

But... EMP grenades :(
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Re: Cyborgs (to include cyborg rangers)

Postby Mandemon » May 2nd, 2012, 12:45 pm

You could actually throw some DX "non-augmented vs. augmented" debate there. One technophobe society, who fears/hates technology and then there are Guardians. How would they react to augmented Ranger? What about other settlements? If robots are danger to the wasteland, how will people react to cyborgs that don't shoot in sight?
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Re: Cyborgs (to include cyborg rangers)

Postby YoungFreud » May 2nd, 2012, 3:58 pm

While Cyborgs and Cyborg NPCs should be in the game (since Cochise has sent out plenty of cyborgs, likely with self-maintenance and -repair and -production, and pre-Cochise-sentience cybernetics likely as providing some explanation for the long-lived Guardians), I think any type of Ranger cybernetics should be limited to prosthesis that restores full function to a lost limb. The Rangers could have reverse-engineered cybernetics from fallen Cochise 'borgs and recovered Darwin, Sleeper and Guardian tech, but it's not quite the same. However, any reverse-engineered bionics still better than a hook hand or peg leg or no limb at all.
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Re: Cyborgs (to include cyborg rangers)

Postby jurbanek » May 2nd, 2012, 5:08 pm

I'm for extremely cute Cyborgs

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Re: Cyborgs (to include cyborg rangers)

Postby cah » May 2nd, 2012, 7:31 pm

jurbanek wrote:I'm for extremely cute Cyborgs

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That poor animal is no more cyborg that Captain Hook.
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Re: Cyborgs (to include cyborg rangers)

Postby MinscAndBoo » May 2nd, 2012, 7:59 pm

Cyborgs would have to be very careful of:


Rain

Magnetic storms

Pools of water

Dust, (dust is a real killer for electronics)

Dielectric fluid, which insulates and cools, will breakdown over time

Immune system rejection drugs are supplied.

Wound site infection (where the robotic appendage meets the flesh, ooo that sounds wrong)

Ghost limb syndrome

Power source scarce

Radio interference (anyone with a radio could tell you are coming from a mile off)

Lubricant's for smooth junction movement, will breakdown over time (entropy).

Rust, even the greatest alloy has impurities

Lightning rod syndrome (self explanatory)

Sensor malfunctions

No tactile feedback

Ive fallen over and I can't get up

Possibility of being 'hacked'
Last edited by MinscAndBoo on May 2nd, 2012, 8:34 pm, edited 1 time in total.
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Re: Cyborgs (to include cyborg rangers)

Postby Nemo » May 2nd, 2012, 8:30 pm

But... But... I don't want to me half man, half machine!

I want to be all machine.
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Re: Cyborgs (to include cyborg rangers)

Postby cah » May 2nd, 2012, 8:35 pm

Nemo wrote:I want to be all machine.
That would be interesting if Vax/Max were to make an appearance at the HQ. Unlikely to be recruitable, though.
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Re: Cyborgs (to include cyborg rangers)

Postby Ronin73 » May 3rd, 2012, 12:40 am

YoungFreud wrote:While Cyborgs and Cyborg NPCs should be in the game (since Cochise has sent out plenty of cyborgs, likely with self-maintenance and -repair and -production, and pre-Cochise-sentience cybernetics likely as providing some explanation for the long-lived Guardians), I think any type of Ranger cybernetics should be limited to prosthesis that restores full function to a lost limb. The Rangers could have reverse-engineered cybernetics from fallen Cochise 'borgs and recovered Darwin, Sleeper and Guardian tech, but it's not quite the same. However, any reverse-engineered bionics still better than a hook hand or peg leg or no limb at all.


I agree with the concept and even the idea of creating a robot as a character a la Vax is intriguing. However it does seem that the story is set soon after Wasteland ends so it may not be realistic for the rangers to be able to implement this kind of technology yet.

An opportunity in the future perhaps?
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Re: Cyborgs (to include cyborg rangers)

Postby Sub-Human » May 3rd, 2012, 12:54 am

What about being able to make a cyborg version of yourself (sort of like cloning yourself in the original game)?
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Re: Cyborgs (to include cyborg rangers)

Postby Fuzi0n » May 3rd, 2012, 2:18 am

How about atomic powered frogs?

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Re: Cyborgs (to include cyborg rangers)

Postby Balls Out 3 » May 3rd, 2012, 2:28 am

Sub-Human wrote:What about being able to make a cyborg version of yourself (sort of like cloning yourself in the original game)?

Yes, in the Sleeper Base you can have a character cloned. First you have to find the right machine, then you need a jug with some cloning fluid, and have some knowledge in the Clone Tech skill, and off you go. The machine takes care of the rest. I don't see why there couldn't be similar machines that perform cybernetic medical procedures. Not to mention, there are already cyborgs running around as enemies. All this suggests to me that cybernetic implants could be implemented into WL2, but that doesn't mean that they should. I'll leave that one up to the devs. I think it would be fun though.
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Re: Cyborgs (to include cyborg rangers)

Postby Zeronet » May 7th, 2012, 6:26 am

In his replay of Wasteland 1, Chris Avellone is RPing one of his characters as being an android. So i'd say there's definately scope for android/cyborg characters in the starting party beyond just RPing it from stats.
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Re: Cyborgs (to include cyborg rangers)

Postby SagaDC » May 7th, 2012, 11:44 am

Zeronet wrote:In his replay of Wasteland 1, Chris Avellone is RPing one of his characters as being an android. So i'd say there's definately scope for android/cyborg characters in the starting party beyond just RPing it from stats.


Absolutely. I wouldn't mind seeing such a system put in place for Wasteland 2, as long as it doesn't get too silly (a little silly is alright, though). Cybernetics should also definitely have good and bad aspects to them, or some other kind of inherent limitation to keep them from being game-breakers. Android characters could be interesting as well, but there would definitely need to be some balancing factors for them as well (such as requiring a Mechanical/Repair skill to heal, rather than a First Aid/Doctor skill).
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Re: Cyborgs (to include cyborg rangers)

Postby sajber » May 9th, 2012, 5:17 am

It gets my thumbs up! I want to be able to play as a cyborg AND meet NPC cyborgs! :) :mrgreen:
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Re: Cyborgs (to include cyborg rangers)

Postby paultakeda » May 10th, 2012, 3:45 pm

Zeronet wrote:In his replay of Wasteland 1, Chris Avellone is RPing one of his characters as being an android. So i'd say there's definately scope for android/cyborg characters in the starting party beyond just RPing it from stats.

I look at that and see, "I can RP from stats so why bother with an android/cyborg archetype that can cause game balance issues?"
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Re: Cyborgs (to include cyborg rangers)

Postby BubbaBrown » May 10th, 2012, 4:28 pm

I'll admit it would be fun to take cybernetics from Cyberpunk 2020 into the Post-Apocalypse. Cyberpunk 2020 made them look cool and fun to use. And cybertech was very handy thing to have when you could have a limb blown off by a lucky shot.
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