09-02-2021, 01:30 PM
(This post was last modified: 09-02-2021, 01:31 PM by Zonespace. Edited 1 time in total.)
(09-02-2021, 11:36 AM)Flourish Wrote: I am also not a fan of most of these augments are combat based.
I admit, this was something that had a lot of precedence at first, but after feedback, I'm changing my development direction with (see the latest 2 augments).
(09-02-2021, 11:36 AM)Flourish Wrote: It seems like they'll just get rushed and used by more experienced players (like how cyberorgans are) when they know they'll be getting in a lot of scuffles, and won't have much use otherwise.I acknowledge that the combat ones will inevitably be powergamed, but I was hoping that the combat augment's downsides and fairly lethal on-destroyed penalties would create a system, where you'd take one if you wanted to be better in one field, at the cost of others.
(09-02-2021, 11:36 AM)Flourish Wrote: More importantly, I think it's crucial that these augments can be clearly identified by the common crewmember. I am already not a fan of how "invisible" things like cyberorgans or certain genetic powers are, and I really don't want to add onto that with a new class of items.
Read the 2 forum comments above mine.
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New addition: Surgery Assistant Augmentation. This augment gives you a slightly better surgery-focused version of the Medical Training trait. In addition, you can use the augment's organ ability to choose a surgery to do, in which case it will give you a guide on how to do the surgery, one step at a time. More details can be found in the PR/main post on the forums.