Yesterday, 01:06 AM
I can't emphasise this enough, this proposal's intent is to make cyberorgans TOUGHER than flesh organs, maybe twice as tough, and if I could have things my way, also more noticeably powerful.
I envision side effects to organ damage beginning at around 50% with just some little twinges to brute and tox that can be largely tanked, and a severe damage threshold at 75% where things start to get more severe. I am proposing that cyberorgans receive a buff to their power at the expense of fixing them being somewhat more involved, and requiring medical intervention like literally every other injury in the game. I'm basing this concept off of the existing surgery system because it sets a precedent for what "more involved" medical intervention looks like.
The loathsome self-strogging staff assistant who gets their entire chest cavity replaced with machinery to powergame is not under threat here, it's their god given right to do so. My mission here is to make cyberorgans more noticeably strong, more available (for a price), and create more emergency work for an underserved role.
I envision side effects to organ damage beginning at around 50% with just some little twinges to brute and tox that can be largely tanked, and a severe damage threshold at 75% where things start to get more severe. I am proposing that cyberorgans receive a buff to their power at the expense of fixing them being somewhat more involved, and requiring medical intervention like literally every other injury in the game. I'm basing this concept off of the existing surgery system because it sets a precedent for what "more involved" medical intervention looks like.
The loathsome self-strogging staff assistant who gets their entire chest cavity replaced with machinery to powergame is not under threat here, it's their god given right to do so. My mission here is to make cyberorgans more noticeably strong, more available (for a price), and create more emergency work for an underserved role.