Edit: I changed the name of the thread. We're just talking about flexbots and synthetic mask, not flexbots in general.
I'm trying to figure out the limits of flexbot technology. I'm going to talk a bit, so correct me if I'm wrong or making bad assumptions and observations. There are many things in this game that I think should get a chapter written up for them (to help explain them).
I've made a mention of applying synthetic mask to some flexbots in order to make a morph that looks organic, but is capable of shape changing. In fact, I intended to use multiple flexbot modules to allow for the dumping of volume and mass (by dumping flexbot modules) so it could adopt smaller transformations.
However, I was told that wouldn't work. I was told that flexbots would be made out panels, pistons, motors, wires, small arms, and a whole bunch of other stuff. When a flexbot changes shape, it rearranges how these parts are arranged and connected. Its like having a robot that is made out of lego bricks, where the robot is able to disassemble and reassemble itself as it see fits. There is no real ability for actually shape shifting, as that would be too liberal. If they combined, they would combine more like voltron or as a G1 transformer.
So this lead to a bit of discussion where it seemed to make sense that a flexbot that could disguise itself as a biomorph would need to have a complete set of limbs and a face (and other body parts). All this because it was too much to have something more advanced than advanced lego bricks. No real shape changing, just parts that could be hidden or revealed when convenient (like a transformer in disguise mode).
However, I don't think that is how things are. When you look through the book, there are mentions of things like furniture that can change shape, color, and pattern. There are things capable of self repair. Tools that can change shape. On p. 298, it even goes so far to explain smart materials, as something that not only contains, but may very well consist entirely of nanomachines. They are capable of changing an object's shape, color, and texture. A smart material tool could change into a power drill or hammer. Take a look at the guy on p. 299, as his outfit is changing as he looks in the mirror while he decides as to what he wants to wear.
I think the limits for smart materials is the same limits that transhumanity has advanced nanotechnology. Nanoswarms cannot self replicate and can only do 1 job (it is very difficult to reprogram them to do something outside their design). So while a flexbot made out of nanomaterials can't self replicate, I'm reasonably sure that they could do extensive shape shifting if properly equipped for the task. Its one job is to be the body of a combining, shape adjusting robot.
I think that is where things are. This game line isn't about conservative beliefs about anything (except maybe in contrast). The only limits that are in place are there to prevent transhumanity from breaking the laws of physics, to prevent them from starting another singularity in the near future, and to prevent any single faction from outright conquering the rest of the factions. This is a setting where you can change bodies like you change clothes, where death is an inconvenience, where you can edit your mind, where you can fork with no theoretical limit, etc. This isn't a setting where flexbots are lego bricks (or microbots), they are likely full nanotech. There would be limits to how far they could change themselves and still work and be structurally sound (the Transhuman book has a section for that), but I think that making something look organic and be able to shape change should be possible if properly designed for the task.
Now if you go with TITAN technology, you could get flexbots that resemble the liquid metal terminator from Terminator 2...
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Another consideration is that flexbots are due to a combination of 2 augmentations, modular design and shape adjusting. What do these modules look like separately? Do you get a G1 combining transformer with modular construction?
Has modular construction been used on any synthmorph that didn't have shape adjusting? I suppose there is the Apiary from Transhuman p. 201 (it is a swarmariod that can combine with a flexbot).
Edit: I find that most flexbot modules in that section does not have shape adjusting, just modular design. I intended to re-read things, but I'm posting now instead of waiting another day or week.
The Reaper has shape adjusting. It is a known fact that it can hide limbs and weapon mounts inside its frame. However, has anyone tried squeezing one throw a tight space?
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I think that is it for now. I might have more to say later.
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Flexbots and Synthetic Mask
Thu, 2014-07-10 00:42
#1
Flexbots and Synthetic Mask
Thu, 2014-07-10 01:56
#2
The way I see it, shape
The way I see it, shape adjusting doesn't have much strength. It can change shape and that can be handy for many things, but it can't actually do work.
That's what is different about flexbots. I also see them as collection of actuators and bars and such that can be reassembled, but not as a g1 transformer. A lot of these components are very small, and they're much more configurable. It's more like a bag of technics lego components in a smartsoup that can move the components around and reconfigure them.
I don't think that nanomachines are up to faking skin yet.
Fri, 2014-07-11 00:36
#3
There is the squish bot add
There is the squish bot add on for flexbots.
In it they say to use bioweave armor.
So I say squishbot should allow things like synthetic mask.
Course as a GM when asked by a Player I try to work with what they want.
So I'd for sure let you synthetic mask a flexbot.
But I'd limit it to being effective in a set number of situations.
Course I would also let you add modular design to a Reaper and let it be the core of a flexbot amalgam.
So I guess I'm permissive.
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Thu, 2014-07-17 17:44
#4
looking over the flexbot
looking over the flexbot descriptions and rules, I'm left confused as to what they even look like. in transhuman it shows what the rogue module looks like by itself, but who is going to use a flexbot with only one module? would they look like boxes attached to each other walking around, or would they look like one solid whole rather then a collection of bots?
I guess it would depend on what individual modules looked like. If they can each change shape together enough that together they can form a humanoid shape, then I'd say they can have a synthetic mask, and even have it change with it. It could reapply the mask to itself as it changes into a smaller form for example. doing so may need an additional augment to do so maybe.
P.S. if they can form a humanoid shape together, then with enough modules can you play a Gundam?
Thu, 2014-07-17 18:45
#5
Most flexbots can look like
Most flexbots can morph to make their overall shape be pretty much whatever they want to. A helicopter, a hovercraft, a truck, a dog, a human (just the overall shape and functional form - they would still obviously be a flexbot). I think of them as a bunch of Lego Technics parts suspended in a shapechanging material. The Technics parts are strong and fast and form the chassis, engine, actuators, axles and limbs and so on, and the smart material is relatively weak but it cover it all, protect any fragile internal bits, provide an aerodynamic shape, is able to move parts around internally, etc.
EDIT: clarity
Thu, 2014-07-17 18:47
#6
I do not think you can mask a
I do not think you can mask a flexbot. they are in no way humanoid. A single one by itself is an angled box shape about 1 to 2 feet with hookups and the like. Here are two images
This is a single flexbox unit outline
[url=https://flic.kr/p/onbx8w][img]https://farm6.staticflickr.com/5581/146795...
And this is a bunch of joined units.
[url=https://flic.kr/p/okbdYS][img]https://farm4.staticflickr.com/3926/146568...
As you can see these things are not made for that type of shape shifting. There are morphs that can do mimic humanoids or have nano level shifting. The flexbot however are not those and not made for that type of thing.
Fri, 2014-07-18 01:24
#7
Actually, considering they
Actually, considering they can create up to micrometer-level components for manipulators, I doubt they've have all that hard a time approximating a human shape, if given enough modules.
Now, that said, if one applies a synthetic mask, I'd say it'd look authentic enough….
until it used any of it's shape-changing abilities - the mask would shred apart.
Unless it was able to 'get out of sight' during a transform, and heal/repair the mask during that time,
it'd be perhaps better to choose a different morph to do the 'flesh-shaper' trick.
Fri, 2014-07-18 02:10
#8
Seekerofshadowlight wrote:I
If this is at me, then I reread my post and it was very unclear. I think that a flexbot can morph into the overall shape of a human, ie. a flexbot with 2 arms and 2 legs. It would not be able to actually mimic a human in anyway, it would still very obviously be a flexbot.
Fri, 2014-07-18 06:57
#9
There is a humanoid flexbot
There is a humanoid flexbot example. In the Tranhuman sample characters, there is the Flexbot Traceur on p. 230 with a humanoid shape. It uses a Flexbot (Rouge) model.
Fri, 2014-07-18 14:26
#10
The image is a bit deceptive
The image is a bit deceptive.A single rogue flexbot is small and not humanoid, you would need at lest two Rogue modules to be medium sized. Now you could likely make a variant flexmorph model with an eye toward humanoid but out of the box flexbots are small and rather blocky and not made to blend.
Edit: I could be wrong the Rogue may well be humanoid, I can'r find anything that says it is. In that case you likely could mask it as a child or something, however the one in the examples does have a number of add on abilities.
Fri, 2014-07-18 16:27
#11
DivineWrath wrote:There is a
http://en.wikipedia.org/wiki/Bush_robot
Picture a telescoping metal rod. Now picture there's a robo-hand stuffed in one end that has 4 nicely articulated little rod "fingers" on it that can retract or pop out as needed. Now picture that stuffed down the tips of each of those rods is another, 1/4 scale robo-hand, with its own 4 articulated telecsoping fingers and so on and so on until the rods are too tiny to keep stuffing smaller bits in.
NOW picture you have a few of these fractally branching messes all grabbing each other and linked up software wise, so you just have this big tangled mess of little robo fractal trees in a confusing heap. Depending on how much they're telescoped out and which hands are/aren't popping out from the ends of various fingers, the whole thing can look like just a pile of a few sticks, or some fuzzy indistinct mass like this- http://i.huffpost.com/gen/1540522/thumbs/o-SPIDERS-facebook.jpg Either way though, you can push one of the thicker limbs out just about anywhere and keep the really small fingers safe inside, while just using the main few to grab stuff, or heck, hold out another base rod out from the main pile to get a real properly beefy arm structure going.
The whole confusing mass can "change shapes" in the sense that you can stretch it out along one axis, or telescope all the arms out to increase the overall volume, or rig up elbows with one two of the base rods just kinda holding hands for the joint, but it's still an ugly pile of metal twigs. So lets hand out a bunch of little hardened plates, that some of the tinier hands can hold up like a phalanx forming a shield wall. Easy enough with all those points of articulation to get a default shape with a practically seemless armored skin to protect and hide all the little fiddly bits. If you're really clever about it, you can probably even get two or three layers of shielding with arms poking through the cracks of the inner layers to hold out wider plates. There's pretty much only going to be one idea configuration where you have a smooth unbroken surface over the whole thing, but if you don't mind various sizes of seams, you retain all that stretchy telescoping flexibility, with ugly bits poking through.
Tada. That's a single flexbot module. Well, that and you have a cyberbrain wedged in the middle somewhere along with some sensors. The different module types also have some specialized tools mounted on some of the smaller arm branches like extra sensor clusters or lasers or little rockets and whatnot. Or some of them are just plain other little robots with similar grabbing fingers on the edges so they can hook together as well as two normal modules. The only real weird outlier is the Bouba module, where you skip the armor plating and instead just dump the whole finger tangle in a bag full of jelly (like a Stretch Armstrong doll) for even MORE flexibility, at the cost of not being able to poke delicate little hands and tools right out the sides, just kinda tent the surface out with fat gooey pseudopod fingers. Still, with enough of those you can told stuff just fine, and the whole handholding angle still works.
I don't see any reason at all you couldn't design a flexbot with a default smooth-shell shape that nicely conforms to the contours of a humanoid limb/head torso, well enough that in the ideal configuration it forms a nice frame to lay a synthetic mask (which, to my understanding, is pretty much just the original Terminator's skin, just literally thrown over a whole robot like a mask), but as soon as you attempted to do anything at all you would ever want a flexbot to do, that fleshy mask is just going to be instantly shredded to a nasty red pulp. Even if you're really careful and just trying to walk around, not stretching the skin past its limit, it would look really screwy to any careful observer. The whole contraption is not at all rigged up like a human body with squishy muscles contracting and relaxing. It's all angles and super intricate telescoping rods on the inside. You might be able to hide the weird jury rigging in the elbows, but there's so many moving parts involved if you wanted to do a head turn I just don't see it happening in non-horrifying fashion.
The real issue here as I see it though is just that synthetic masks absolutely do not do what they're being asked to do here, before flexbots even come into the mix. Skinflex is the mod you want to be looking at for any sort of shapeshifting disguise, but I'm pretty sure the Shaper morph already takes that to the limit (which could stand to be more clearly defined, but I think they're always going to look like a splicer)
I am 90% sure that illustration is being recycled from elsewhere because someone was in a hurry. It really doesn't fit the description of a flexbot at all, really doesn't fit that particular module, and doesn't make sense for that character.
That said though, I could absolutely see a flexbot with even just 5 or 6 modules Voltroning together into a roughly humanoid shape no problem. It's still going to be made of twitchy little sprawls of tiny little clasping robo holding up pieces of an outer armor shell to cover itself as best it can though.
They don't really create manipulators. The way they're generally described is that what you essentially have is a bush robot-
Fri, 2014-07-18 18:01
#12
I think flexbots as a whole
I think flexbots as a whole could be more clearly defined. We have multiple ideas of what they look like and how they work. Ranging from "made of nanites" to "made of legos" to "made of fractal arms", and multiple inbetweens.
on page 201 of transhuman where it begins detailing different modules, it has a picture of a synthetic mask, or some sort of skin being put on a robot. Is this picture in the middle of the flexbot section on accident, or can flexbots look like that?
maybe they left flexbots vague with the idea that GM's could define how they work and look themselves based on their preferences..
Fri, 2014-07-18 20:04
#13
I think the image on page 201
I think the image on page 201 was just an image and nothing at all to do with flexbots. It was simply an area laid out in the morph section for an image. Like all morphs flexbots are likely to have hundreds of models and manufacturers for the same set of in game stats.
The issue is however that a flexbot is not made to pass a human or humanoid. Its small size and more made for utility. The images we have other than the oddball on page 230 of transhuman all show the same type of thing. Boxy or roundish units with flexible walls and lots of little connections and skeletal limbs.
So while a Malatav works Flexbot and a ares arms series III flexbot( totally made up models) may not look alike( the morph guide does bring that up) they are still the same morph stat wise. To even make a rough humanoid shape you will need at lest 2 flexbots for size alone.
I do find it odd they do not have the "Can't use a syth mask" note but I simply do not see how one could ever pass as anything but a synth.
Fri, 2014-07-18 21:34
#14
Tiberia wrote:I think
"Made of fractal arms" has consistently been the official word. Core book: "Each module features its own sensor units and “bush robot” fractal-branching digits (each capable of breaking into smaller digits, down to the micrometer scale, allowing for ultra-fine manipulation)." The big write-up in Transhuman goes into a lot more detail, mostly focused on the bush robot thing still, and describing the shape changing in pretty great detail, pointing out everything they can actually do, including the bit about armor panels not fully covering them when they maximize surface area, and specifically mentions that the are not amorphous. The official poster-child flexbot illustration (as seen in the morph recognition guide) reflects all this quite well, and since clearly showing what each morph is supposed to actually look like is the whole point of the book, in case of art discrepancies, it's the source to go with.
Other interpretations just kinda come about as result of how terribly low of a word count the morph write-ups originally received, and the list of things a flexbot is capable of even with a rigid-yet-super-articulated structure being so insanely comprehensive that it's hard to get your head around what it would have to look like.
What really shoots down the nanite angle though (besides nanite hives as optional extras) is just a comparison to every other synthmorph. Again, even the "restrictive" version here is really stretching plausibility with how relatively simple all the other tech in the setting is. You should really try to err on the side of the unimpressive or cases and synths become ridiculous jokes.
Similarly, if cases and synths are "the clanking masses" you've gotta figure flexbots who aren't really trying to be quiet have to sound like someone throwing a drawer full of silverware down a flight of stairs or something.
Fri, 2014-07-18 23:17
#15
Googleshng wrote:I am 90%
Ok, so? A flexbot is a synthmorph. They can all look the same. Can't they? They would need the right hardware and effort to make them look the same, but I think it can be done. A general synthmorph could have parts that didn't do much but might look it was evidence of modular design and shape adjusting, while a very careful person could potentially make a flexbot look like another synthmorph.
In fact, it is covered in transhuman on p. 209 . It basically says that a flexbot could disguise itself as a bot with similar form factor, like a servitor or automech. It can hide its physically distinguishing features well enough to look like those bots and get a +30 bonus on disguise tests. It says that it can't mimic Dwarfs or Saucers, but that might be due to it being too big or too small (it would need to adjust volume and mass) and lacking other systems not easily mimicked by flexbot technology (like ionic drives). I assume that disguising itself as morphs is possible if you have enough volume and mass.
What about plates that can stretch or bend? That is supposed to be possible with smart materials made out of nanotechnology and nano fabrication. If they are made out of advanced enough material then I'm sure the plates could stretch and bend on their own.
Wait. You think that synthetic mask is made out of real flesh? I thought it was artificial like Data from Startrek, but better (good enough to look like the real thing). The write up in EP core does say it is fake (faux does mean fake or imitation). I didn't see a point to your terminator argument when I was thinking fake skin. With fake skin, it could transform into something else and later transform back and put the segments of fake skin back together, with nano tech making perfect seems (or good enough to fool the naked eye).
Sat, 2014-07-19 05:04
#16
Googleshng wrote:DivineWrath
Transhuman pg 200:
FLEXIBLE DESIGN
Unlike many synthmorphs, flexbots don’t inherently have humanoid body layouts, though most operators choose to configure them this way for ease of use. Much of a flexbot’s mass is composed of a reconfigu- rable lattice of microscopic structural components. Using the flexbot’s shape-adjusting augmentation, this lattice can be configured into gross structural features such as a torso, hands, head, appendages, and mobility systems, as well as mechanical features such as pistons, ball joints, and skeletal struts. The full capabilities of this feature are detailed under Shape Adjusting, p. 208.
The further rules list that it can make wings, propellers and rotors to fly. It can make long limbs to counteract and enemy's reach advantage in melee combat. As a walker it can extrude extra limbs that allow it to run much faster than humans and get a Freerunning bonus.
Flexbots have great shapechanging capability and their limbs are functional, strong and fast enough to fight past a human wielding a spear and run like a greyhound.
Sat, 2014-07-19 05:29
#17
What I imagine a Flexbot to be
When I first read about the Flexbot, I mentally saw something like this....
http://en.wikipedia.org/wiki/Self-reconfiguring_modular_robot
The best picture/representation is just over half-way down.........or,
http://en.wikipedia.org/wiki/File:4leg2Cat.jpg
Here's a demo video showing how it might happen, {featuring plenty of hardware failure}......
https://www.youtube.com/watch?v=SYizuooEs7s
Of course, Transhuman came out and changed everything, making it much more macro-scale for the modules, whereas I was going nanoscale.
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Sat, 2014-07-19 06:38
#18
DivineWrath wrote:In fact, it
https://www.youtube.com/watch?v=RwThXu3iFRQ
But a lot more graceful and intricate, and with a bunch of bush robot arms and swiss army knives crammed in where ever they fit.
The key phrase here is "with a similar form factor." My reading here is roughly thus:
"In its default resting shape, a flexbot module is a squat little robot with a nice smooth shiny surface. A lot of other robots are squat little things with a nice smooth shiny surface, with a couple legs and arms sprouting out. A flexbot can break its smooth shiny surface basically anywhere, and pop out arms and legs of varying thickness (telescoping bush robot arms and all), so if one were to disguise itself by poking out the right limb configuration, you would have to look real close to know it was a flexbot and not just some little servator whose specific model you weren't familiar with."
Particularly since the Mimic morph is specifically designed to disguise itself as various common household objects, lacks the vast majority of a flexbot's insane array of utilitarian features, and costs significantly more. What reason would it have to exist if flexbots already had that covered?
Transhuman says otherwise. Page 208, in a list of the penalties involved in stretching in various ways: "Extend itself up to double its size along any dimension. This seriously spreads out armor, in some cases exposing weak spots. Reduce armor value by 50%. This may also make the module/flexbot more susceptible to electromagnetic radiation at the gamemaster’s discretion.which they’re running."
Again, totally consistent with illustrations.
I don't think it's actual human flesh, no. I think it's something that can pass for such on fairly close inspection though, which means it would need to be pretty darn similar in elasticity, texture, and warmth, and I think you'd really need some sort of fake blood circulating around so as not to give the game away if something cuts you. And ideally you'd want fake hair and veins and sweat glands in there too, and some fake fat and muscle underneath to get that proper sort of jiggle. I don't really see a reason to assume there'd be any extra undocumented features beyond that though. Especially not if you're throwing in random shape-changing/regenerative abilities in there, that's something that tends to be specifically called out when it's present.
Point of clarification. They don't make these things. It's repeatedly stated that they aren't some amorphous wad of nanites, and while Transhuman lists an alternate module you can swap in with an engineer swarm hive for constructing things, that's not something the rest have, and they still have the mobility options. These parts are always in there. It's just a swiss army knife situation. Lots of gadgets wedged inside until it's time to flip them out.
That video, scaled up, seems like a pretty solid take on how the modules interact with eachother. This one seems like a good take on how the modules generally act on their own:
Sat, 2014-07-19 09:14
#19
Googleshng wrote:Particularly
Is this the source of the problem? You think we are only talking about the yeoman model? We're not fixated on only one model (or any possibly outdated design), we're asking if this is possible in principle. Likewise, is this possible now in the current setting, or will there need to be more work to be done to make it practical.
I would also like to add that the mimic has a number of hardware that aids in its disguise (some that the yeoman doesn't have). The list includes chameleon skin, shape changing, and skinflex. In its description write up, the mimic can take the form of nearly any small object (which I assume is due to shape changing), and skinflex probably allows even more control over finer details (skinflex takes 20 minutes to do its work). So I would dare argue that a yeoman does not have too many features to do proper disguise work, but rather has too few of the right ones. The mimic has more augmentations than the yeoman has, and is the same size as a yeoman, but it is to shape change none the less.
Alternatively, perhaps the problem is due to having built in armor. The yeoman has armor 4/4, the mimic has none.
I didn't say that it has an unlimited ability to stretch. Likewise, if you did stretch something enough, I would expect its armor protective value to weaken. Its like having sheets of iron to deflect bullets, but to cover a greater surface area, you opted to move some around thereby weakening the armor in areas where it once was well protected.
Sat, 2014-07-19 10:01
#20
Here's potentially another
Here's potentially another problem with the synthetic skin. I have always pictured it to be soft and very malleable. that would inherently make it weak to abrasion and lack durability. all the little pointy things inside the flexbot would rip the mask apart in short order.
Sun, 2015-03-08 17:41
#21
As the Liquid Silver variant
As the Liquid Silver variant of the Steel Morph can't take a synthetic mask (and it has shape adjusting, but is less flexible than a flexbot) it seems pretty simple to say that a flexbot can't take a synthetic mask.
EDIT: On the other hand transhuman says that a flexbot can't have a synthetic mask without every module having one, but seems to allow it, which seems strange in light of the LS Steel morph lacking that ability.
Sun, 2015-03-08 20:26
#22
I'm having the mental image
I'm having the mental image of a flexbot shedding its synthetic mask by cutting it to ribbons as it shifts to something more appropriate to its current situation. I may have to use that sometime.
Mon, 2015-10-05 16:16
#23
Where are you getting this?
They are not an amorphous wad of nanites. However:
"Much of a flexbot’s mass is composed of a reconfigurable lattice of microscopic structural components. Using the flexbot’s shape-adjusting augmentation, this lattice can be configured into gross structural features such as a torso, hands, head, appendages, and mobility systems, as well as mechanical features such as pistons, ball joints, and skeletal struts." Transhuman 200
They don't have a rotor packed away swiss-army knife style; part of their mass becomes a rotor, ball bearings, etc.
As far as allowing synthetic mask, the player I have who was interested made it a no-brainer for me by playing a Synth, than adding modular and shape-adjusting. This makes him technically a flexbot module, but normally human-sized. [Both from common sense (a Synth is human sized) and from a rules standpoint (base DUR 40 makes a flexbot Medium sized)].
We talked it over and agreed that he could have synthetic mask (skinflex too), with the understanding that almost any shape changing he did would damage his skin, to a greater or lesser degree. He bought seperate medichines for his skin.
So if he grows an extra pair of arms, that would damage his skin. If he wants to shift to rotor-powered flight, that will shred it beyond repair.
Wed, 2015-10-07 15:19
#24
Thanks for the feedback. I'm
Thanks for the feedback. I'm starting to really appreciate seeing what people do in their games, seeing how different rules play out in their game, and what happens when there is some grey areas.
Thu, 2015-10-08 08:52
#25
Synthetic Mask =/= Mission Impossible Rubber Mask.
As this thread has been resurrected, I might as well post to provide an alternative:
If I was confronted with this, I would say that the Mask would be in pieces attached to specific components which self-seal together when correctly positioned, but are stored internally the rest of the time.
Essentially, the synth would have a skin-suit which it can carry around and put on as needed.
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Thu, 2015-10-08 23:15
#26
The mask being pieces that
The mask being pieces that could self seal is what I wanted too. Having the pieces pop out as needed would be great. However, there are many different stances on what a flexbot can or can not do. There was even one claim that it one isn't being careful, it is going to sound like a drawer of silver falling down a flight of stairs. I liked the mental image, but I think EP tech can do much better.
I think the great problem with understanding flexbots is we don't have a good enough description of what they are and what they can do. We got stuff in Transhuman, but that wasn't enough. Some people sound almost surprised when they find out that a flexbot (or several combined) could adopt a humanoid form.
Edit: I'm not entirely sure how well the devs understand flexbots anyways. I've came to the conclusion a while back that many flexbot modules are way too pricey. It can be difficult to afford to buy several of the stock models and combine them as flexbots as they were intended to do.
Fri, 2015-10-09 07:17
#27
Amen
And that's ignoring the fact that to have a flexbot morph that can stay competitive, you need to buy armor and neurachem 1 for each module.
A Synth can get speed 4 for 40,000. A 2-module flexbot has to spend 80k. And while it's nice that you can then become 2 morphs with speed 4 in a pinch, if that configuration is better then why make your two morphs flexbots?
Fri, 2015-10-09 09:35
#28
It's a morph made out of Utilitools and fractal digits.
Yeah, that really surprised me. In my head flexbots, or synths with shape adjusting in general, are more like transformers than anything else, albeit slower and less silly. Sort of like a Swarminoid/Smartswarm wrapped around an industrial-level Mechano set.
Agreed. Sometimes I wonder if it wouldn't have made more sense to have flexbots be small things with only one Augmentation, but have it apply to the whole gestalt, similar to the idea of how Modularised Gear is supposed to work.
... I've also played with the idea of applying an Idea I've brought up a few times in other areas and have Flexbot "gear" be specialized blueprints, essentially programs telling the synth how to assemble the item from it's internal components. If so, I'd probably cap how many a given synth can have at once, and adding flexbot modules would raise that cap.
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In the past we've had to compensate for weaknesses, finding quick solutions that only benefit a few.
But what if we never need to feel weak or morally conflicted again?