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Coolthulhu avatar Coolthulhu commented on May 22, 2024 1

What to do with manual bionics installations?

I don't have a complete idea yet, but so far I see it like this:

  • Installing a bionic requires performing a couple of rolls, each with increased pain
  • If allied NPC is nearby, best chance for each roll is used
  • Autodoc is just a fake allied NPC, possibly with insta-success on a set number of rolls
  • Number of failures determines outcome: no problems, infection, mutations, bionic getting faults, installation fails, bionic wrecked. Possibly more than one, so that you can fail so hard you install a burnt-out faulty bionic which is worse than useless.
  • Harder bionics require more rolls
  • Remove filthy bionics, instead of spawning filthy, they get alien-themed faults, like giving you a bad/neutral mutation (not removable as long as bionic is there), hunger increase, deals damage/pain/nausea when it uses power etc.

So basically, easy bionics are installable by hand, hard ones are still installable but best with friends, zombie-extracted ones are common but always flawed.

What to do with bionic slots system?

Needs rebalancing first, then it can be enabled.

  • Power storage bionics cost slots. There is no artificial limit on power storage.
  • Every bionic should have a reason to be installed and a reason not to be installed (other than the effort of installing it). Possible example: strength bionic, dexterity bionic and monoblade sharing too many slots to install all 3 of them.
  • Combat bionics shouldn't share slots with utility ones, such as crafting, food, lockpick etc.
  • Any bionic that can be replaced by carrying an item should be removed or cost 0 slots
  • Currently slots are based on limbs, but if there was a good system that doesn't use limbs, I could disconnect slots from limbs
  • (Optional) Possibility of going over the limit, at the cost of faults and mutations that are permanent as long as slots are over the limit

from cataclysm-bn.

Firestorm01X2 avatar Firestorm01X2 commented on May 22, 2024

What to do with anesthetic kits for Autodoc? Looks like Aftershock removes it, for example. Maybe BN shoud get rid of them too?

from cataclysm-bn.

Coolthulhu avatar Coolthulhu commented on May 22, 2024

Removal is fine, though they could be repurposed as a knockout toxin.

from cataclysm-bn.

MrOlaf avatar MrOlaf commented on May 22, 2024

Bionics installation in Aftershock was reworked in likeness of the Caves of Qud system for cybernetics. IMO it is a good solution, because you want to encourage the player to try new things instead of the (in)famous CDDA-balance, which makes everything obsolete by the time a player can use it due to fail chances and buggy mechanics (like hot air and insulating clothing). Right now bionics make a difference for choosing a starting profession, but are almost obsolete when you get them and the ability and opportunity to install them mid-game. It should be a positive OH SHT. AWESOME! * moment when player sees an autodoc, not an OH SHT, I need food,water,books,cbms and a month of in-game time to get a high tier bionic installed without a 70% fail chance".

from cataclysm-bn.

Coolthulhu avatar Coolthulhu commented on May 22, 2024

The "question" in the issue is answered. The issue is known and being discussed.
Proposals regarding individual, well-defined changes can be made, but I don't see much benefit from having such broad issues with unclear scope.

from cataclysm-bn.

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