Borg for sec, unlocked through sci level 2/3 sec, modules only availiable through secfab.
Basically a default borg with stunbaton and tazer/disabler, space for 4 modules like the rest of speciality borgs. Not sure if they deal damage, if not i think “muh crew damage” wouldn’t be a good argument against it. Maybe a law change even to fit the role something similiar to the judge ai ruleset (i think thats what it’s called).
SS13 removed their SecBorg because it goes against their core laws but considering the devs dont want to be exactly like SS13 it might be possible.
SS13 also has a “Peacekeeper” Borg which has abilities to specifically pacify crew members when needed like a sonic harm prevention tool which confuses people who are near it if they dont have ear protection. they have other really cool modules too which could be applied.
I’ve always really liked/wanted a secborg. Personally, I don’t think they should be able to do crew harm so their laws still fit as a typical station borg. Idk if it would be “allowed” to let borgs have non-lethal stun “weapons” as it is technically a harm action, even if it does no damage. Something to be considered could be like the Borg using flashers/some sort of trap to disorient the person or maybe being able to deliver/implant trackers onto crewmates. Unlike other Borg modules, a sec Borg can’t really do the job of security. If they were to be implemented into SS14, I’d like to see them more as a support to sec when it comes to tracking down, detaining, and doing tasks for sec.
“How many times do I have to teach you this lesson, old man?!”
“It’s a free society, except there ain’t nothin’ free”
“TESLOOSE!”
(GUESS) I think there used to be an assault borg module that was removed since it directly conflicts with their laws and nobody ever used it anyway
it does sound like a really good idea to have different borgs that people can play as to complete over jobs
Due to balancing they could give it emag protection
i think it would be better to have a different way of emagging that specific borg
Maybe you gotta weld a panel off
or you need a special key of some kind
They could also do it like Paradise. Just because it’s a Sec borg doesn’t mean it NEEDS a gun!
give them robocop lawset >:)
or a modified “space cop” lawset. where it clarifies spacelaw
Every server that has tried it in SS13 has seen the consequences of a crew-aligned combat borg.
I would like a borg that can assist security, but cannot arrest by itself nor fight effectively. I imagine at least a few module tools would be nice, spread accross 2 or more modules.
For a basic sec module:
- Flash: to help stop chaotic situations.
- Holobarrier: to assist in securing areas/keeping people from running up to someone just like that.
- Tag bolas: causes a minimal 5% slow down. Can be removed like with other bolas. Also being visible in the target’s sprite. Basically just marks the target for arrest and helps the secoff catch the criminal in a pursuit.
For a general (grey) emergency module so it can be shared with the mediborg:
- Mount: allows mounting the borg like a chair and lets the borg mount people on itself WHILE the module is selected. The entity carried falls off if the borg switches hands.
- Lantern: bright light to help others find their way in the dark.
- Extinguisher (move it from the other module to this one)
- Crowbar: (or a substitute that does not deal damage)
I really like these module ideas, ans i have another idea of my own.
A riot module (researched as an armory item):
- A borg energy shield (uses their power more while deployed and even more when they take a hit disabling it when they run out of power, but the shield itself wont break)
- Stun baton
- Cuffs
With the borg only having one hand they can’t have the shield deployed and attack someone so it makes combat still difficult. Additonally I think that the borg energy shield should give a clear pulsing on the sprite along with giving off a tiny amount of light so you can actually see very clearly when this is on.
Unfortunately i do think that any security borg needs to have a different set of laws to be able to do any sort of security job without just having their target antag being able to tell them to go away. And so long as they have the crew icon you have to obey them.
You could have the sec Borg start with the “NT Default” laws. Which prioritise minimising unnecessary crew harm without outright banning it and enforces obeying the stations command structure.
That way you could use minimal force to stun and arrest as well as ignore orders from tiders that conflict with your HoS’s orders to do your job and arrest them.
I like the idea of this module being research only. But having a stun baton on someone that can’t be pain critted, stunned nor slipped is more extreme than it may look at first sight.
There is no real need to change laws since stun baton is technically not harmful. But the “or trough inaction allow someone to come to harm” should be amplified for sec borgs. They should ONLY be allowed to stun someone if they are actively trying to harm someone else. Not just to valid hunt like a secoff.
or you could add like a detective esc module with the basic stuff to detain and get prints to help sec instead of a dedicated secborg