Deprecated: Function bp_core_get_user_domain is deprecated since version 12.0.0! Use bp_members_get_user_url() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170
Deprecated: Function seems_utf8 is deprecated since version 6.9.0! Use wp_is_valid_utf8() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170
Deprecated: Function seems_utf8 is deprecated since version 6.9.0! Use wp_is_valid_utf8() instead. in /home/lotj/www/wordpress/wp-includes/functions.php on line 6170
-
-
July 29, 2008 at 4:46 am #740
Alright, we’re talking about cybers here. The bioplug cyber is a great idea, but it nukes movement way too quickly if you try to use blades for any period of time. I think it would be fantastic if the bioplug cyber had an on/off switch (something as simple as bioplug on/bioplug off) that could disable the feature of the cyber that nukes movement for power. This would make the cyber much more useful.
-
July 29, 2008 at 5:23 pm #7518"RenegadeJedi":18qlru2x wrote:"Troll":18qlru2x wrote:Yes[/quote:18qlru2x]
What he said[/quote:18qlru2x]
I agree
-
July 30, 2008 at 5:28 am #7523
I say no, and that more cybers should have a ‘consequence’ from getting them installed.
Cybernetics shouldn’t be something that is ‘obvious’ as the next step for your character, but something that have both positives and negatives that need to be examined.
-
July 31, 2008 at 7:21 am #7536"Walldo":1ok62lo1 wrote:I say no, and that more cybers should have a ‘consequence’ from getting them installed.
Cybernetics shouldn’t be something that is ‘obvious’ as the next step for your character, but something that have both positives and negatives that need to be examined.[/quote:1ok62lo1]
There’s no downside for the int, wis, dex, str, 450 hp, 3 damroll, infrared, aqua_breath, immunity or recover cybers… why should there be for bioplug? For that matter, really, cybers already come with a downside — they’re expensive as hell. Yeah, I can get them all in a relatively short amount of time if I diligently run cargo, but is that not already a good enough price to pay for enhancing one’s character?
Aside from that, though, think about the very idea of a bioplug. It’s essentially an outlet socket built into the body. You’re telling me the average character that can afford a bioplug doesn’t know how to unplug his/her vibroblades or fusion cutter or whatever else? Psh. It just makes sense.
-
July 31, 2008 at 12:34 pm #7539
I agree with both above; bioplug would still have the downside to it, it drains your mov. Make it drain more, or perhaps render one unable to move at all while activated or such. Though, yeah, everyone and their mother has a cybernetic piece installed just like that so they definitely need some tinkering done.
Perhaps put in a possibility that two cybernetics will go bang when both are installed? Perhaps int and wis? Both of them would start to malfunction and eventually stop working, removing the bonus they gave as well as the possibility of having another of their kind installed.
I always thought of str cybs as a cybernetic arm (no, RJ, I don’t care) and having one installed would make it harder for you to work your fingers, maybe lower your engineering levels by 10 or 20? You never saw Hulk sewing up a container.
The MUD has plenty of stuff that doesn’t make sense, so this probably wouldn’t either, but for the sake of balance you have to sacrifice things.
-
July 31, 2008 at 2:43 pm #7540
Well if you read what I said, you’ll note I said "more cybers should have a ‘consequence’.
Being expensive is not a downside. Credits are a relatively arbitrary factor compared to permanent game stat/state changes.
Just because it ‘makes sense’ from a ‘real’ point of view doesn’t mean it should be implemented into LotJ. We are a game with checks and balances, not a Star Wars Simulator.
-
July 31, 2008 at 4:05 pm #7541
Why should there be a negative for haveing cybers. I dont agree with the bio on and off thats retarded and reaks if twinkery. If you chose to get the bio your stuck with it. As for how to stop other cybers I know a real simple way. Dont put them in game. If you dont want someone useing something dont put it in game why do you honestly care if someone wants 25 str or 25 dex int wis 2mill for 450 sounds a good deal tho hard to mget the 2 mill at first then to get there. Who gives a fuck if someone uses cybers or not. Quit bitching I look to Vader fucker was more machine then man. Still a bad ass. Just who fucking cares. If you put it in game people will use it.
-
August 1, 2008 at 12:09 pm #7543
well if we’re gonna break this down to bitching, I guess I’ll throw my two-cents in

Yes, relatively speaking, it is easy to garner the credits for cybernetics.
Yes, cybernetics give permanent boosts unless you’re cloned and you happen to die.The amount of the boost is negligible in some cases. However, perhaps if we’re gonna go the route of adding some type of consequence to using certain cybernetics, perhaps if you use one that boosts one stat, it would subsequently lower another. Plus certain types of cybernetics might not be compatible with others forcing the player to choose specific cybernetics to suit their character needs instead of just buying them all…similar to being forced to choose which underlays to use in your armor.
Examples of incompatibility:
STR -> DEX
INT -> WIS
Aqualung -> BioplugThis is just an example of course. Also, I am rather fond of the idea of cybernetics eventually breaking down forcing a surgery to remove said cybernetic. This would go hand in hand with the Medical mains. To prevent "cyber swapping," you could institute a check on the cybernetic where if it hasn’t broken down, it cannot be replaced.
-
August 2, 2008 at 4:36 am #7558
If you don’t want elements of realism in the game, fine, my argument is bunk. You can add realism, though, and still maintain checks and balances. Let’s be reasonable for a moment though…
The average cyber is between 200 and 300k credits. Want more of a downside? Make them more expensive.
Each stat cyber adds 3 to a stat. For str, that’s essentially 3 to your combat. For dex, it’s a way to mitigate the negative you take from Class III armor. For bioplug, it’s a way to save on buying batteries to recharge your weapons. For the oxygen system, you’re just saving 175,000 credits by not having to buy an aqua lung.
These aren’t HUGE boosts. They’re ways to, in my opinion, slightly enhance your character. If they weren’t in the game at all, they wouldn’t be making a huge difference. Yeah, some people might miss out on those last 3 points to getting flurry, or you might be a point short from learning that extra language, but it’s not the end of the world.
The only reason I even suggested a bioplug on/off switch was because, to me, it doesn’t hurt the balance of the item. If it’s on, it’s sucking move. If it’s off, you’re not getting any use out of it.
I guess if cybernetics are supposed to be a rarity, they should be harder to obtain. If they require more of a penalty than buying them and finding someone to install them, why even have them? Just take them out if they’re so over-powered.
-
August 2, 2008 at 6:06 am #7559
The price of an object isn’t the downside; that factor has no lasting affect on the character, money can always be found and always be lost. I don’t want cybers to completely nerf something else in exchange for a bonus. Negative impeacts wouldn’t be "HUGE cons", just like the + isn’t "HUGE boosts". It shouldn’t completely nerf a complete aspect of your character but buying a cybernetic enhancement should be a weighted decision, not an obvious choice.
If you look at canon Star Wars people with cybernetic enhancements were treated as lesser people, Empire did not recognize them as citizens. The idea is that getting these surgeries will have major impacts on your character’s life. By adding some sort of trade-off for the cyber.
To clarify I don’t want the – to = the +, it isn’t a matter of cybernetics being over-powerful. The positive boost from the cybernetic should definitely outweigh the -. Maybe tune down the bioplug’s drain down?
Also as it stands cybernetics just lay in public shops on public planets, the only thing standing in the way being a price tag. Perhaps have better cybernetics (in terms of + or less of a -) available via quests or exlusive events.
-
April 4, 2009 at 7:03 pm #9645
Hey guys, I just recently got a bioplug for one of my chars, honestly not knowing any better, so did a search here and found this thread, so pardon me for ressurecting it! Anyway, I have a real problem with this, it has completely destroyed my character’s ability to perform his main function and profession and as far as I see it, my only option is to get him killed and cloned to remove this cyber as there is honestly no point playing him as it is, I’m sure I could RP it, but it certainly wouldn’t be my proudest moment in my time here!!
Having read the discussion above, I can understand why a Bioplug on/off command wouldn’t be feasible, but I really think the move drain needs to be massively toned down as it’s honestly a case of a huge, huge con vs. a very small benefit. I can see where you’re coming from saying that cybers should have drawbacks, but if they do, that information should be available and if necessary, they should be reversible (perhaps with the penalty being that you can’t replace it after choosing to have it removed).
Instead of on/off, I’d maybe suggest the following; Ability to fine-tune the bioplug, where you can set it to say low/medium/high/full where low gives say 1/4 of the charge at the expense of 1/4 of the amount of move drain compared to full etc. etc.
As for all cybers having pro’s and con’s, I agree that’d be a good system – however, the help file honestly needs to reflect that, as it is at the moment, of all the information freely available, it would appear to anyone that there’re no drawbacks to cybers, until you get a nasty surprise like I did, because as far as I was aware before this, there were no drawbacks…
-
April 4, 2009 at 9:32 pm #9648"Jarakin":luyaupmb wrote:Hey guys, I just recently got a bioplug for one of my chars, honestly not knowing any better, so did a search here and found this thread, so pardon me for ressurecting it! Anyway, I have a real problem with this, it has completely destroyed my character’s ability to perform his main function and profession and as far as I see it, my only option is to get him killed and cloned to remove this cyber as there is honestly no point playing him as it is, I’m sure I could RP it, but it certainly wouldn’t be my proudest moment in my time here!!
Having read the discussion above, I can understand why a Bioplug on/off command wouldn’t be feasible, but I really think the move drain needs to be massively toned down as it’s honestly a case of a huge, huge con vs. a very small benefit. I can see where you’re coming from saying that cybers should have drawbacks, but if they do, that information should be available and if necessary, they should be reversible (perhaps with the penalty being that you can’t replace it after choosing to have it removed).
Instead of on/off, I’d maybe suggest the following; Ability to fine-tune the bioplug, where you can set it to say low/medium/high/full where low gives say 1/4 of the charge at the expense of 1/4 of the amount of move drain compared to full etc. etc.
As for all cybers having pro’s and con’s, I agree that’d be a good system – however, the help file honestly needs to reflect that, as it is at the moment, of all the information freely available, it would appear to anyone that there’re no drawbacks to cybers, until you get a nasty surprise like I did, because as far as I was aware before this, there were no drawbacks…[/quote:luyaupmb]
Oh man look it’s a call for more transparency in game mechanics, and you guys always call me an OOC fag when I ask for that…. We do seriously need proper documentation on most game mechanics INCLUDING which sciences effect which crafted products. Blah blah blah help explore I know, but sometimes esoteric bullshit isn’t fun it’s just annoying.
-
April 4, 2009 at 11:51 pm #9649"serialize":3fflluh1 wrote:…sometimes esoteric bullshit isn’t fun it’s just annoying.[/quote:3fflluh1]
Agreed
-