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Mechanation Elaboration
#4
Well, in the future, I don't recommend confronting a player in the IC channel about something you have a problem with. I'm not sure how that would ever be a good idea, since all you're doing is putting them on the spot and that tends to make people defensive and start arguments.

As for the 'line', there's not much of one aside from 'a Mechanation must possess a human-like physique', which I define as a head, a torso, two 'arms' and two 'legs'. The idea of the body being modular has been there since the beginning, so having hidden weapons or stuff in the arms/legs isn't anything new or lore breaking. The arms and legs don't have to be particularly human either, for example, having 'goat legs' like Aigis is fine. Mechanations are built for a purpose or environment based on what their creator wants.

The only rule they must follow is that the Mechanation must be humanlike, which are the requirements I listed before. I would say the head is the most important part for this whole thing because it determines how 'human' your Mechanation can be. If the head they've got is a detailed face with hair and all that stuff, they are more prone to awakening as individuals. If you take too many steps away from that key design, the Mech's going to be a lot more robot-like, may be more difficult to repair, and more prone to falling into complete disrepair (a property of the scar; will to live is directly related to how human the mech recognizes itself as. When too low, the scar will 'die' more easily and thus so will the Mech. And I mean die die, not 'I broke' die. Once the scar dies there's not much you can do.)

As for taking off your head and juggling it around, that'd be okay for a futuristic robot, but not for a Mechanation. Removing the head from a Mech would be like removing your head from your shoulders, because it's what gives all of the commands to the body. Not to mention it would be pretty horrifying.
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