This topic has 21 replies, 12 voices, and was last updated 13 years, 2 months ago by Gral.
Viewing 15 posts - 1 through 15 (of 22 total)
    • Slyth Member
      December 29, 2010 at 7:39 pm #1626

      ok, so I am not really sure why this hasn’t been brought up much… everyone seams fairly happy with cybernetics, and I am fairly happy as well, but just one thing bothers me.

      Why can we not replace old cybernetics/bad installations with new cybernetics/good installations? they replace a part of the body, why can they not be taken out and a new one put in? isn’t that pretty much considered maintenance of the cybernetic? that or have a medical skill called upgradecybernetic that allows a new one to replace an old one, and enhancecybernetic which tunes a cybernetic that is newer to it’s maximum output? it could be science restricted like enhancearmor. you need xx% to enhance this cybernetic. you need xx% to be able to replace this cybernetic.

    • Anastasius Member
      December 29, 2010 at 10:12 pm #16358

      Balance issues. Keep old players from constantly upgrading is one off the top of my head.

    • Slyth Member
      December 30, 2010 at 3:45 am #16359
      "Anastasius":11pxue7o wrote:
      Balance issues. Keep old players from constantly upgrading is one off the top of my head.[/quote:11pxue7o]

      I don’t see an issue with old characters having upgraded cybernetics personally. Actually, I see it the other way around, as an issue that people cannot upgrade their cybernetics on old players. I mean, some guy makes a human in era 1, uses said human and gets full cybers. in era 2, better cybers come out. human would like to have that 1 extra point of int for an extra level in X class, ends up having to kill himself and remake to get the extra level. how does that make sense?

    • Anastasius Member
      December 30, 2010 at 8:50 am #16360

      On the other hand whats to stop them from running around swapping cybers on the same guy till he finds the best ones? Its one of the drawbacks. cybers are not armor and gear to be swaped for a reason. They are coded to be installed internally and left there. There is one way to swap them but no guarantee you survive it. Clones lose their cybers <!– s;) –><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!– s;) –>

    • Slyth Member
      December 30, 2010 at 10:24 am #16361
      &quot;Anastasius&quot;:5428nxio wrote:
      On the other hand whats to stop them from running around swapping cybers on the same guy till he finds the best ones? Its one of the drawbacks. cybers are not armor and gear to be swaped for a reason. They are coded to be installed internally and left there. There is one way to swap them but no guarantee you survive it. Clones lose their cybers <!– s;) –><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!– s;) –>[/quote:5428nxio]

      I honestly don’t see a problem with the swapping. if they guy have a million credits to spend on cybernetics, why not let him? they are put inside, but then again, that is like saying that if a pacemaker for someone with a heart condition fails, it can’t be replaced, and that patient dies. There should always be a failure rate for enhancing and replacing cybernetics, but I think they should be able to be enhanced and replaced if someone has the credits to go out and test the cybernetics.

    • Kirash Participant
      December 30, 2010 at 9:56 pm #16362

      From the Open Discussion Forum. I’m too lazy to retype everything I said. Thank god for copy/paste…

      &quot;Kirash&quot;:1967mc1v wrote:
      &quot;chuckinator&quot;:1967mc1v wrote:
      doctor cybernetic removal skill –
      Ok, some newbie buys and gets a bioplug installed…
      Allow someone with doctoring 100+ (same as the ‘cyber’ skill) able to remove cybernetics from someone. Have the cybernetic destroy or be damaged on removal. Possibly add it as a toggle similar to +clone to prevent jerks from abusing the system to harass people.
      [/quote:1967mc1v]

      I’m kinda on the fence about this one. Maybe give the cybernetic an extra chance to hospitalize/perm when trying to remove it depending on how long it was installed. The longer it is in your body, the more integrated it will be in your systems… especially if we’re talking about the brain implants. So starting off, it will have the same chance to hospitalize/perm as installing an implant, but the longer it stays in, the higher the risk.

      Also, if an implant is removed, then all associated level bonuses would be reverted as well. I’m sure this goes without saying, but I can see some douche installing/removing implants all the way to 150 in every level.

      I’m leaning towards no on this one unless some serious restrictions are put in place.
      [/quote:1967mc1v]

    • Avanga Member
      January 1, 2011 at 6:00 pm #16379

      I still think a nice alternative would be a set number of ‘slots’ that cybernetics can occupy, so people have to pick and choose, and the cybernetics themselves can be swapped out by a surgeon. You could have like, one head (vision, int, wis) and three body (str, dex, con, etc).

    • Walldo Keymaster
      January 2, 2011 at 7:54 pm #16380

      Sure you can remove cybernetics but only with a 50% chance of you dying on the table, no restores no hospitalization.

    • Drel Member
      January 2, 2011 at 10:34 pm #16381
      &quot;Walldo&quot;:3nhm8n02 wrote:
      Sure you can remove cybernetics but only with a 50% chance of you dying on the table, no restores no hospitalization.[/quote:3nhm8n02]
      Those odds are better than your chances of winning a fight with vibroblades and a bioplug…
    • Fishy Participant
      January 3, 2011 at 9:28 am #16408
      &quot;Avanga&quot;:9iv6ny0x wrote:
      I still think a nice alternative would be a set number of ‘slots’ that cybernetics can occupy, so people have to pick and choose, and the cybernetics themselves can be swapped out by a surgeon. You could have like, one head (vision, int, wis) and three body (str, dex, con, etc).[/quote:9iv6ny0x]

      Terrible idea is terrible.

    • DCLXVI Member
      January 4, 2011 at 4:17 am #16410

      Ah shadowrun. How I love thee.

      But on a more serious note, definitely agree cybernetics should be able to be removed and swapped out, to an extent.

      Implants in the head (vision, databank, processor) should come with a greater risk than say, someone just swapping out something that enhances strength or dexterity. Could even throw in, should an option to remove/swap ever arise, the chance of damage. IE. surgeon fucks up and you actually less strength than what you began or maybe even loss a limb or some such? Not sure on the latter as that means a code would need to be implemented that allows limbs and what not to play a factor (which really they should. aim is pretty much useless without it).

    • Kirash Participant
      January 4, 2011 at 8:54 pm #16464
      &quot;Walldo&quot;:37j7ie0t wrote:
      Sure you can remove cybernetics but only with a 50% chance of you dying on the table, no restores no hospitalization.[/quote:37j7ie0t]

      +1

    • Gral Keymaster
      February 24, 2011 at 3:09 pm #16852

      As I am going over races/mains/levels and have to figure in cybernetics +stats what are the ideas here.

      If we add other cool cybernetics what has to be the downside?
      -Do you twich/beep/whirl now and then.
      -Does your cranial comlink show its antenna in when someone looks at you?
      -Do we give you hits to one or more of con/mv/ma/hp when you take in 1,3,5,7,9 etc of them? ie your base stats are fragged but you can compensate with gear.

      -If we pull out cybers and put them in, should permadeath be a possibility depending on the doctors level, science skill and cyber_install skill?

      Continue the brainstormtorium.

    • Kirash Participant
      February 24, 2011 at 9:36 pm #16795
      &quot;Gral&quot;:1zbz7911 wrote:
      -If we pull out cybers and put them in, should permadeath be a possibility depending on the doctors level, science skill and cyber_install skill?
      [/quote:1zbz7911]

      An emphatic yes. There has to be some risk if you are going to be going in and fucking around inside someone’s body pulling out and putting in little robots and machines. There’s already a risk with putting in cybernetics. Taking them out should be a greater risk depending on how much the cybernetics have integrated themselves into the system (length of time they have been installed), skill and level of the doctor (duh), and perhaps two or three science skills (medical, machines, enhancement come to mind).

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