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February 10, 2008 at 5:07 pm #469
Okay, this is somewhat simple of an idea. A doctor can install cybernetics… why can’t they remove them? It would have just as much, if not more, risk than installing them. Why would people want their cybernetics removed? Well maybe they find something better out there, or maybe they want to be all organic once more. Hell, it could even be a prisoner that the guards don’t want him breaking out, so they have a doctor remove all of his strength enhancing cybernetics. Just an idea. <!– s:D –><img src="{SMILIES_PATH}/icon_biggrin.gif" alt="
" title="Very Happy" /><!– s:D –>
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February 10, 2008 at 6:52 pm #4755
Feesably can cause problems with levels.. I use a dex cyber remove it do my 6 pilot levels go away or stay
If they stay reinstall for 6 more. If they go away I reinstall and regain the levels for more chances at random gains twinking out to 25.
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February 12, 2008 at 6:59 am #4801"Flek":1460idks wrote:Feesably can cause problems with levels.. I use a dex cyber remove it do my 6 pilot levels go away or stay
If they stay reinstall for 6 more.[/quote:1460idks]Actually, no. If you have 100/100 piloting with a +3 dex cyber, which is then removed, you’d have 100/94 piloting (though it’d show 100 for consistency). A new cyber would only push the max level back to 100.
"Flek":1460idks wrote:If they go away I reinstall and regain the levels for more chances at random gains twinking out to 25.[/quote:1460idks]You could, theoretically, but it would cost tens of millions of credits for this to have a major effect. The former option is more technically feasible anyway.
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February 12, 2008 at 7:17 am #4802
I just think of ways to abuse things. Im not really a cheater but its force of habbit and for the record when current is above max it causes problems.
I used to imm a mud that hired me for the sole reason to try and exploit new code and bug test it.Forgot to add every time there is a way to perm lower a stat its been highly exploitable.
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February 12, 2008 at 1:40 pm #4808
While it wouldn’t solve it fully, the skill could be set up to destroy the cybernetic that’s removed. This would make any possible exploitation beyond the reach of all but the richest player or two, and thus highly monitorable.
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February 23, 2008 at 9:36 pm #4972
It’d probably be easier to disable the cybernetic instead of needing to remove it completely, like an EMP. To counter it, you could get (illegal) EMP-hardened cybernetics. After a while, the cybernetics would kick back in again, or might require a doc to go in and fix the cybernetic with a less-dangerous procedure called fix_cyber.
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