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Posted: Tue Sep 24, 2013 5:03 pm | |
Also you can tack on some hours for assumed failures on materials.
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Posted: Tue Sep 24, 2013 5:59 pm | |
So. We had a long conversation on this in the chat a while ago, and I'm kind of surprised it hasn't come up...
Why not just handle this by implementing two new skills?
CYBERSURGERY - requires Medicine, covers the act of actually installing cybernetic parts and replacements. Failure leads to chances of permanent stat loss, death, implant rejection, et cetera. Horrific/grievous wounds should have a chance of leaving a permanent wound or HP hole that can only be filled by getting cybersurgeoned.
CYBERTECHNOLOGY - requires Mechanics/Electronics? Covers the actual creation of cyber parts, any blueprints, et cetera.
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grandpa
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Entrenched Oldbie
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Posted: Tue Sep 24, 2013 6:03 pm | |
Matt wrote: |
Also you can tack on some hours for assumed failures on materials. |
How are you working these suggestions for timers into something that takes into account minor, moderate, and major+ cybernetics?
I'm totally okay with the timers on those, but mostly for major cybernetics. Maybe we could rework the system, so that a minor cybernetic requires 1 component, and 200-some hours of work, while a major one requires 3/six-hundred-ish?
ETA:
crayon wrote: |
So. We had a long conversation on this in the chat a while ago, and I'm kind of surprised it hasn't come up...
Why not just handle this by implementing two new skills?
CYBERSURGERY - requires Medicine, covers the act of actually installing cybernetic parts and replacements. Failure leads to chances of permanent stat loss, death, implant rejection, et cetera. Horrific/grievous wounds should have a chance of leaving a permanent wound or HP hole that can only be filled by getting cybersurgeoned.
CYBERTECHNOLOGY - requires Mechanics/Electronics? Covers the actual creation of cyber parts, any blueprints, et cetera. |
Because mech/elec and medicine are useless enough as-is, honestly.
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| It is a poor craftsman who blames his tools. | |
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Posted: Tue Sep 24, 2013 6:28 pm | |
Hell I'd call what I suggested minor. Make it 2x that for moderate and make major the same as moderate but requiring a step up in skill level.
You get 2 chemists and 2 tech people together and you can theoretically get one made in 4-5 days on the minor level.
I personally think that's how it should be, a major pain in the fudging a-hole.
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Posted: Tue Sep 24, 2013 6:32 pm | |
I don't really have much of a suggestion except to say that Biology should come into this somewhere to try and fight against rejection. And Medicine. Since neither of them really have any high level uses.
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Posted: Tue Sep 24, 2013 6:35 pm | |
I think medicine would probably have a big factor after installation. Crafts required to be used afterwards to make sure it sticks.
I also had some other medicine craft ideas I was going to run by Holmes later...
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Posted: Tue Sep 24, 2013 7:02 pm | |
FWIW, in ARPI, I had a character who was interested in becoming a cybernetics specialist. Admin word then was that I would be required to have master-level medicine and electronics skills. (Not necessarily in one character.)
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Posted: Tue Sep 24, 2013 7:45 pm | |
The master level medicine requirement is literally impossible so I doubt that'd be a stipulation.
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grandpa
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Entrenched Oldbie
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Posted: Tue Sep 24, 2013 7:50 pm | |
Matt wrote: |
The master level medicine requirement is literally impossible so I doubt that'd be a stipulation. |
Part of the proposal is that everyone with the proper skill(s) starts with these, ala construction, this allowing lower-leveled people to achieve it with a little bit of luck and a lot of materials.
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| It is a poor craftsman who blames his tools. | |
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Posted: Wed Sep 25, 2013 5:22 pm | |
I think this is an awful idea from top to bottom.
Can we focus less on ways to get shinier hats and bigger guns and more reasons for people to roleplay for reasons entirely apart from better numbers?
The objective and rewards of roleplay should be in no way related to being MORE LEET SUPERSWORD CYBERNETIC MASTER.
The only way all of the work in adding this to the game will benefit it at all will be adding another coded carrot for twinks to chase. We've tried the coded carrot for twinks to chase idea before in multiple forms, and it doesn't make the world more interesting at all. I would rather staff time was spent doing things that would add to the roleplay, immersion, and interactivity of the world outside of twinking more skills and getting bigger muscles than putting another thing like this out there, since it's just the same idea ("twink skills, get stronger!") rehashed and no more exciting than the last time.
And before you go there, no, it won't be a neat roleplaying thing: it will be a bland, thinly-veiled "I made up this IC excuse to have more coded power" thing, and I personally could not find this entire idea any less interesting.
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