I think that Synthetics have strayed so far away from the movie source material or even the wildly different comics that it isn’t funny.
Part of this is policy, part of this is code, so I’ll address both.
Code:
We have synthetics that can tank tons of bullets without dying, Working Joes that are tankier than actual high quality machines (despite the fact a working joe went down in one good bullet to the head).
The solution to this, which would also naturally prevent combat synthing is to reduce synthetic hp to about 50 or so (from their 200 or so). Synthetics through all of aliens media hit tremendously harder than a human but are an order of magnitude easier to kill. Rook in the first movie was killed in one blow, for example. Andy in the latest movies was downed in one blow also, this is an undeniable consistency. In return for this have every commtech toolbelt have a reset key for free, and have reset keys do some autohealing so even if you’re out of welding fuel the synth will always get up.
Other such useful changes in this regard would be removing the go-go gadget shit that synths have been powercrept with over the last 4 or so years. Smartpack can be removed entirely, and the majority of synthetic tools can be taken by other jobs for points. (Maintenance jack can be taken by MTs but for a synthetic it’d be with their funny coin points, aka free. Plus in Isolation Maintenance Jacks were a human weapon that were sometimes used against you by a joe if you swung at them.)
Items like the autocompressor or backback water tank are artificially held back from jobs that could also use them, and arguably would need them more (autocompressor for a HM is way more important than a synth that can cpr in .1 second)
Plus it doesn’t make sense only synthetics get all of this stuff, including a pipboy coming soon:tm: which gives them a live updating tacmap and thereby entirely independent from command.
Policy:
Policy for Synthetics has changed over the years, where once grabbing and dragging a xeno behind cades was considered a combat synthing slimer move, it’s now considered okay as long as it’s hijack. At least with mechanical changes to be vulnerable as hell, that makes this a tradeoff that you’d die for it. However given that a synthetic councillor proudly posted a clip of another councillor doing this to a queen in hijack I just can’t say that combat synthing hasn’t gotten way worse https://cdn.discordapp.com/attachments/490668342357786645/1327720693911126036/the_uber_puller.mp4?ex=678417c1&is=6782c641&hm=a1824e050e04c955b8e486c0ca17133c91a1fa7833ddf489a5c5c04082efc310&
The reality is that synthetics from years ago are tankier, repair trivially, and won’t go down if they know how to play at all reasonably. They should be beholden to roleplaying above fragging, like they used to be. Why are clips like that considered acceptable for a predominately roleplaying whitelist?
On that note, applications for synthetics shifted from people’s roleplaying ability to how hard they minmax and play every support job effectively. There are examples of applications being denied because of people not being as quick as humanly possible as doctors in surgery.
There’s other issues too, other whitelists such as Commanding Officers and Predators purge their whitelists of inactive members so that people who come back have to re-read the rules to be let back in. Synthetics are expected to do a ton of support roles at once and do not do purges, we have old synthetics coming back from eons ago and they play synthetic without refreshing themselves in engineering, game flow or the rules. This is mostly because of the toxic Jakk sentiment that the “Synthetic WL is the best WL and can do no wrong” so all synths are just “Better than the other WLs” so they didn’t do purges. Purges should be part of all whitelists for trusted roles. If you can’t trust a new applicant because he isn’t optimal at a task, you can’t trust someone who hasn’t played for three years either.
Onto the next point. Synthetic deployment. Back 4 or so years ago, longer maybe, synthetics didn’t have to deploy just as they don’t now. But back then you also had to have permission to deploy and a good reason to go down, which promoted them as a roleplaying job and interacting shipside/generally helping. Since then we now have a portable surgical bed, with portable surgical tools, we implemented bone gel that only harms fobdocs (synthetics can get unlimited metal rods from the colony without risk), and we have a normalized culture of synthetics being treated like shit by marines for not being surgerybots.
Continuing on from that, synthetics can be ordered to deploy with no reason, and they have to do it. Which means unless you play the newly added shipside support synthetic (which rarely spawns because survivor synthetic is the most popular synth role, due to player freedom), you can have any action you are doing shipside including any noteworthy rp, interrupted to go groundside or you get deWLed. This does also mean Command can order you to do nothing but surgery and if you dare to say no, you’re almost certainly going to have to justify it with the council. After the first time you have to pose it to the council you’ll become afraid and further nullify whatever synth character you are playing to fit the mold because you don’t want to risk more reports.
Ship operations synthetic should, in an ideal world be removed and normal synthetics simply be allowed to refuse all orders to deploy by default. Synthetics can be a massive boon shipside and that should be enough of a reason to let one stay shipside if the player wants to do so.
There should be a shift in WL expectations away from mechanical proficiency and towards memorable roleplay experiences. I’ve had people tell me from years ago that my Synthetic Karen was the reason they joined the whitelist in the first place, but how many people would say that about minmaxxed powergamer synthetic #55 that barely says a word?
On that note, there is a culture in the synthetic channel of posting your minmaxxed storage builds to be able to handle every situation which perfectly exemplifies my problem with the slow cultural turn. It has become literally normal, if not expected for synthetics to minmax and powergame with engi kits and 500 medkits in their bags for the most possible storage. Despite the fact that a synthetic that takes a camera and a notepad for rp is going to be significantly more interesting to interact with.
I apologise for the length of this thread, but this has been a long brewing issue in my head with a lot of points.