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Cyberorgan wear and repair
#16
Since some of the changes proposed here needed clarifying, I've written up an addendum to flesh out the proposal and lay out what I think are appropriate trait point costs for cyberorgans as traits.

All cyberorgans' durability doubled to 200, at the cost of needing to get them repaired, a surgical procedure.
When below 100 health, chat starts throwing up red messages and dinging you with little bits of damage here and there, like a lighter version of having foreign objects.
When below 50 health, the chat messages get scarier as major malfunctions set in.

Tentative list of symptoms, severe symptoms set somewhat according to the benefit of a functional cyberorgan, with more beneficial organs having worse side effects when breaking.

Cyberheart
Minor damage: Alarming pinching sensations in the chest, heart racing, occasional harsh beeps.
Major damage: Frequent harsh beeping, heart lurching in the chest, occasional electric jolts and micro-stuns

Cyberlungs
Minor damage: Unpleasant clattering and whirring in the chest, taste of plastic
Major damage: Shortness of breath, gasping, loud grating in the chest, taste of burnt plastic

Cyberstomach
Minor damage: Stomachache. Unpleasant gurgling sounds.
Major damage: Vomiting. Small amounts of hydrochloric acid leak into the bloodstream.

Cyberintestines
Minor damage: Twinges of abdominal pain.
Major damage: Severe abdominal pain. Small amounts of toxin leak into the blood.

Cyberliver
Minor damage: Abdominal pain, itching, occasional shrill beep.
Major damage: Frequent shrill beep, charcoal leaking into the blood, potentially blocking or absorbing other medicinal reagents.

Cyberpancreas
Minor damage: Jitteriness, agitation, occasional bleeps
Major damage: Frequent bleeps, small amounts of acetone and chlorine leak into the blood

Cyberkidney
Minor damage: Aching in the upper abdomen, frothy gurgling
Major damage: Stinging sensation in the upper abdomen, small amounts of iodine leak into the blood

Cyberspleen
Minor damage: Aching muscles, small amounts of iron leak into the blood
Major damage: Produces blood constantly, causing hypertension, larger amounts of iron leak into the blood

Cyberappendix
Minor damage: Feelings of insignificance, a chemical taste in the mouth.
Major damage: Leaks salbutamol constantly, risking lungrot if exposed to miasma.
- Notably, the way the cyberappendix currently depletes its durability with use might need to either be reworked, or else the doubled health and damage thresholds for the cyberappendix should be tabled.

Tentative list of trait point costs, priced somewhat in line with other traits that serve a similar function, or opposite traits that would counteract them. Note that round-start cyberorgans will be running at the default clock speed, so organs that provide no benefit unless over/underclocked won't factor that into the cost.

Cyberheart (-2)/(-3) Athletic is the closest equivalent, athletic provides 20 max stamina and +2 regen at the expense of taking 30% more brute damage, while cyberheart provides 40 max sttamina and +5 regen at the cost of electricity potentially causing it to "cease to function", according to the wiki. I'd like help looking at the code to determine what exactly this means, depending on how severe the drawbacks are cyberheart might cost more points or just be tabled as a round start trait.

Cyberlungs (-1)/(-2) There's not really a clear equivalent trait for cyberlungs, and the wiki doesn't give any numbers as to what "less oxygen, more CO2 and plasma" means. Setting this as a tentative maybe higher, maybe lower cost since while it'd make sense for career engineers to undergo elective cyberlung surgery before signing up, the benefits are somewhat situational.

Cyberstomach (-1) Seems to run in parallel with survivalist to me, honestly this one is weird. Unless you're planning your meals really carefully the benefit isn't that strong, but other traits will ding you with a point cost for similarly edge case benefits.

Cyberintestines (0) Default clock speed changes nothing.

Cyberliver (0) Seems comparable to career alcoholic, but without the slurred speech.

Cyberpancreas (-1) Comparable to a differently flavored lunchbox, albeit unable to handle the water need and not taking up an inventory slot.

Cyberkidneys (0) Default clock speed changes nothing except being immune to damage by alcohol, which I don't think is significant enough to warrant a trait point.

Cyberspleen (-1) Hemophilia gives 1 trait point, taking both hemophilia and cyberspleen would make you bleed out faster but also recover faster to compensate. Taking both being a net zero makes sense to me.

Cyberappendix (-1) Tricky to find an equivalent trait, but the little bit of medicinal chems it'll dispense over its lifespan definitely make this a non-zero value item.
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#17
Cyber organs as a trait? 

Absolutely not.

You would just never see people come and get an upgrade, why? 
Because first, cyber organs are straight upgrades.
Your -1 Appendix, means immunity to the one event around it, that forces interaction with either medical or rather robotics and it also produces healing chems like, Salbutamol, Saline, Charcoal and Salic Acid which is better than the regeneration gene. 
Second, all that do care, already have them. 

But then, those that have them, would need repairs from the wear and give robotics something to do? 

What wear? 

You can go through an entire shift, without receiving any organ damage, since the sources are rare. 
And adding any wear would be just another nerf, making it just more useless.
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#18
The trait doesn't get you good cyber organs... but discount dan ones.
They will break.. they will not work as intended... they are cheap...

XD You get it. As a silly idea.
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#19
Cyber organs as a trait sounds like a great idea.

Currently very few people ever come in for an upgrade (I honestly almost never see it outside of the occasional 'drunkard captain gets a cyber liver'). Robotics is notorious for not having anything to do, so giving them more work by having them responsible for the upkeep and maintenance of people's cyberorgans is definitely a step in the right direction.

There's also precedent for traits providing immunity from events (Unionized), though I think it'd be cool if the appendicitis event instead caused your cyberappendix to require repair.
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#20
(Yesterday, 02:44 AM)Kotlol Wrote: The trait doesn't get you good cyber organs... but discount dan ones.
They will break.. they will not work as intended... they are cheap...

XD You get it. As a silly idea.

Actually, that is a cyberorgan-as-trait variant i actually like.
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#21
Thanks earthfire, I do think having a cyberorgan alone as a trait is like a -4 (similiar to pug) as it's THAT GOOD.

But if you want to have them mostly replaced or all.. why not insted of maintance. We make a new set of cyber organs that have flaws.
I'd work as an early round buff at best, but will have downsides you will have to deal with or replace them from the getgo.

At that point it's a fun trait off, early cyber organ use, but after like 10 mins... they will start failing you or some will not work as intended (other effects, not working)

That's the full on idea here. But I figured other people would find better ideas for it. It was litterly a 5 min think and I was like: "Eh throw it in"
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#22
(Yesterday, 02:44 AM)Kotlol Wrote: The trait doesn't get you good cyber organs... but discount dan ones.
They will break.. they will not work as intended... they are cheap...

XD You get it. As a silly idea.

Oh, this, this is good. 
No power gaming, but full gimmick. 
Don't just make them bad, but make them "weird" so they produce cheese inside you, or make you vomit if you eat anything not from Dan's

(Yesterday, 02:50 AM)Isane Wrote: Robotics is notorious for not having anything to do, so giving them more work by having them responsible for the upkeep and maintenance of people's cyberorgans is definitely a step in the right direction.

There's also precedent for traits providing immunity from events (Unionized), though I think it'd be cool if the appendicitis event instead caused your cyberappendix to require repair.

More people with cyber organs, doesn't equal more work for robotics. 
There just is no wear, outside high caliber weapons and poisons, which isn't really wear. 
And you won't see your occasional drunk bold again, because he has a cyber liver from the get go. 

Comparing the polarity effect to, appendicitis is wild. 
One is: "Whoops bumped into someone" for two minutes, the other kills you in almost the same time without medical attention. 
And changing the cyber appendix like that just tails back to a flat out nerf.
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