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Post by grävling on Feb 24, 2013 23:32:05 GMT -5
Right now you can buy implants that increase your AP, but they cost an arm and a leg. They don't increase your athletics at all. I'd like some cheap implants that do the same for low level characters.
So XXX implant (I am bad with names) -- sets your natural AP to 9. and YYY implant -- sets your natural athletics to 5.
cost 3000Y or so. And if you want to get more AP or athletics you will have to remove these implants as the game will just chop off those bonuses you would otherwise be entitled to.
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Post by Cory Trese on Feb 24, 2013 23:32:40 GMT -5
Yes!
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Post by grävling on Feb 24, 2013 23:47:56 GMT -5
Glad you like it.
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Post by Cory Trese on Feb 24, 2013 23:50:49 GMT -5
I think we need a few implants here.
We need a couple of replacement implants, and a couple of augmentation.
It's a choice -- quick victory vs harder path -- and I love that one.
I like the idea of a fixed AP augmentation. I have some ideas here.
Excellent line of thinking
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Post by grävling on Feb 25, 2013 0:07:52 GMT -5
The other idea I had was for an implant that punishes you further down the road.
As in -- you get athletics of 5 now. if you want >5 athletics you will have to remove the implant. And removing the implant severely damages you in ways that are impossible to fix -- your max athletics is now 10, not 12. (Agents can get it to 14, and the new strength specialist will be able to get a +1 bonus as well. The rule would be 'whatever your max athletics was, well, it has now been reduced by 2).
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Post by xdesperado on Feb 25, 2013 0:13:16 GMT -5
Think they are called Skill Wires in Shadow Run. Basic idea being that you plug a chip in with a given active skill on it and you use that skill. Drawback is the chiped skill never improves. Either you learn/raise the skill on your own to a higher level or you pay more ¥ for a higher level chip and possibly more advanced wires to run the higher level chip/s. For CK you could offer any of the skills like this (you already do to some degree, so just need wider range of choices.) What would be better though for the lower level characters would be direct Stat enhancers. You have a few mostly adding to body. Augmented Muscles could add directly to strength while neural enhancers and joint polishing could directly increase dexterity. If you don't feel the reduced XP gain due to the DV cost is enough for game balance, then add a XP penalty to raising those stats and/or associated skills. Gives immediate visible boost to character but you get much slower natural development and will be facing a lot tuffer opponents earlier due to the artificial boost...
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Post by missionhill on Feb 25, 2013 6:10:50 GMT -5
Could anyone please post here the,max limit of implants allowed? Each implant has a mech-value. Is the max 100?
Some of the cheap implants run a high mech-value. Maybe more expensive implants could have less mech-value.
Lately I only chip my runners. I haven't been hacking and just run around "naked" err I mean chipless. For superstitious reasons I began feeling I get into less random encounter trouble when I play chipless.
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Post by missionhill on Feb 25, 2013 6:13:34 GMT -5
A really costly chip that improves endurance. It reduces play by play fatigue.
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Post by xdesperado on Feb 25, 2013 7:33:21 GMT -5
@missionhill as far as I know the only limit to the amount of cyber a character can have is if there is a limitation on available body space. The total DV of cyber implants can go well beyond 300 which is supposed to be the cutoff for being able to gain XP. The game looks at the characters DV before awarding XP and the closer to 300 the less likely to be awarded XP. Of course once you've maxed out all a characters Stats and skills and have a full crew of Allies there is no longer a real need to earn additional XP...
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Yurak
Consul
[ Heroes of Steel Supporter ]
Posts: 122
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Post by Yurak on Feb 25, 2013 11:10:13 GMT -5
You stop getting XP once you hit 300 Delta value (DV) but who said your DV maxes at 300?
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Yurak
Consul
[ Heroes of Steel Supporter ]
Posts: 122
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Post by Yurak on Feb 25, 2013 11:20:33 GMT -5
How about for chipped skills they are non removable, but have to be layered level by level. No jumping in at lvl 3 (or higher) or missing levels out.
Augmented synapses lvl 1- Your AP is boosted and maxed to 8AP Augmented synapses lvl 2 - As above but 10 AP Augmented synapses lvl 3 - as above but 14AP
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Post by missionhill on Feb 25, 2013 12:25:30 GMT -5
I like getting the plus2 hacking chip early. Because it is relatively cheap.
Actually, I rarely by any level 1 chips because level 2 is within reach. Wait a little then deal with the post-op recovery on a few different chips at same time.
How would the player be ranked to qualify for a level 1 2 or 3 implant?
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Post by fallen on Feb 25, 2013 13:18:53 GMT -5
Great ideas everybody! Can't wait to see some of these hitting the streets of the NBZ!
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Feb 25, 2013 13:50:44 GMT -5
Is it statisticly possible to get over AP 14 without implants?
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Post by grävling on Feb 25, 2013 13:59:21 GMT -5
Is it statisticly possible to get over AP 14 without implants? Yes. Dex 9 Int 9 Per 9 = 27/2 = 13 (or one of these could be only 8, as the game rounds down) + 3 (everybody gets 3 + (i + p + d)/2) +2 (MP 10 and I just rolled a 2 on my 3 sided die with faces 0, 1, 2) 18 AP Total
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