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Topic: New Implants details  (Read 9947 times)

DocAN

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New Implants details
« on: November 08, 2013, 11:50:16 am »
Im i thinking abuot new implants:

+ 3 Healing Rate

and

+ 3% Crit chance

and

+ 4 HtH DMG

Post Your suggestions about names, descriptions and some graphics if You made any.
« Last Edit: November 08, 2013, 01:00:01 pm by DocAN »

kill n die

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Re: New Implants details
« Reply #1 on: November 08, 2013, 01:37:21 pm »
1. Doesn't all the implants looks same?
2. Healing rate is kinda useless to be honest...

Names:
For HTH: "Adrenaline Regulator"
For crit: "Penetration Impact"

What doesn't kill you,makes you stronger...

Kirkor

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Re: New Implants details
« Reply #2 on: November 08, 2013, 01:51:37 pm »
1. Doesn't all the implants looks same?
DocAN probably meant graphics for the Character Screen



Healing Rate:
Medical Nanobot Docking Station Module

"This module is in fact a small docking station for nanorobots circulating in your body system, monitoring your health state and applying adequate treatement."

Note: I think it should also give small resists to radiation and poison




Crit Chance:
Advanced Visual Targeting System

"This module is implanted into eyeballs of a person. Person who has this system sees a small HUD, that shows target's vital areas and weak spots ."

« Last Edit: November 08, 2013, 02:04:28 pm by Kirkor »

Sperber

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Re: New Implants details
« Reply #3 on: November 08, 2013, 02:14:42 pm »
Internal Hydraulics
"These implanted hydraulic pumps let you hit as hard as a gorilla and look like one too."
Adds +5 damage and a light knockback effect to your close combat attacks. CHA -1.

Internal Gyro System
"Implanted titanium gears make sure you never have to let go of your gun again."
 Same as Iron Grip perk.

They can't be used together and require at least 8 ST.
Both could lower your carry weight by 20, because they're heavy.

Strike

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Re: New Implants details
« Reply #4 on: November 08, 2013, 05:31:54 pm »
Maybe little more buff and more of new ones?
Lvl1/Lvl2

Support

-> +5/10 Armor Class
-> +1 Action Point
-> +10/20% Carryweight
-> +1/2 Sequence
-> +5 Healing Rate

Combat

-> +7 Melee Damage
-> +5% Critical Chance

Skills

Can't go over skill cap!

-> Random +% to any skill (between +1-50%)
« Last Edit: November 08, 2013, 05:47:21 pm by Strike »

Dillinger

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Re: New Implants details
« Reply #5 on: November 23, 2013, 09:48:17 am »
Cerebral motivator   +5 to sequense
High-frequency zionistor  + 75 party points (not bigger then 300)

standart animation, in description to all implants add "...produce by Office of Science and Industry in New California Republic..."
« Last Edit: November 23, 2013, 09:55:16 am by Dillinger »

jacky

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Re: New Implants details
« Reply #6 on: November 23, 2013, 10:43:31 am »
Terminator implant: -5%crit chance/-5%crit power

Dillinger

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Re: New Implants details
« Reply #7 on: November 23, 2013, 10:59:44 am »
Sheckley imaginator   - 50% chance to double spawn items on random encounters

sogabe

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Re: New Implants details
« Reply #8 on: November 23, 2013, 11:18:00 am »
Quantum Neuro-enhancer: +10 skill points gain per level (but IN not effected)

Night vision implant: Vision increased by 3hex. PE not effected, can be combined with sharpshooter. Does not affect vision
loss at night time.

Lifeblood reservoir implant: When not wearing any armor and you take any damage that would kill you, you are down to 1hp instead of dying. 20real life minutes cooldown.


if crit chance is implemented, I feel that LUCK+1 becomes pretty worthless..but I like all the ideas here, such as HtH + damage and crit chance -5% and all that  ;D


jacky

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Re: New Implants details
« Reply #9 on: November 23, 2013, 12:36:37 pm »
Sogabe i dont like your idea

KestreL

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Re: New Implants details
« Reply #10 on: November 23, 2013, 01:06:05 pm »
Sogabe are you aware why LK is so important in PvP?

Alvarez

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Re: New Implants details
« Reply #11 on: November 23, 2013, 02:21:45 pm »
Kinetic motivator.
Adds momentum to your swing and assist with lifting heavy weights with a moving counterweight mounted on your lower arm.
-1 AP when mining ore.
+5 damage with Sledgehammer.


Galvanospasmator.
The electrical current in your arm muscles make your grip on the weapon firm and steady. That sure is a good tradeback for the horrible pain, isn't it?
+Accurate
+Iron Grip
-1AP
-2HP


KestreL

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Re: New Implants details
« Reply #12 on: November 23, 2013, 02:31:56 pm »
Focus Optics - 5+ flat damage to all range weapons

Uftak

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Re: New Implants details
« Reply #13 on: November 23, 2013, 03:17:04 pm »
Cartilage Resilience Module
Lowers APs used to enter sneak mode by 2.
« Last Edit: November 23, 2013, 03:27:56 pm by Uftak »

KestreL

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Re: New Implants details
« Reply #14 on: November 23, 2013, 03:26:06 pm »
Cartilage Resilience Module
Lowers APs used to enter sneak mode by 3.

Better if -1 or -2 ap's but not 3. it would be used to troll to much