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Topic: Rework Implants  (Read 837 times)

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Rework Implants
« on: September 17, 2015, 10:30:17 pm »
Basically instead of being able to have one of each implant, Each player can have 5 implants at a single time of anykind.

Also instead of each implant being for a specific stat implants are divided into two parts. The Implantation mechanism and the Software encoding for the upgrade.

Software encoding for Str/End changes or resistance changes will be as rare as they are now. The Implantation mechanism will be as rare as all the other implants are now.

While encoding for Charisma/Luck will be more common, not super common but about as common as fuel cell controllers.

Also more implants would be interesting such as Stimpack injector implants that after every 15 seconds will inject a stimpack if health reaches below 50%. People who are killed instantly are not revived, but people who are downed instantly may stand up. (normal stims not Super stims)

Other Drug Injector implants would be interesting to see as well. But each will need specific encoding as well as an almost impossible to find Implantation module.

Motion sensor Implant, the charge is activated by useing Traps on oneself, after the charge is depleted a real hour must pass for the sensor to recharge, this is so that a free hand can be used more easily, and so motion sensors don't have to be replaced if you implanted yourself with one.

If you believe this idea to be over powered then tell me you have 10 phoenix implants, or 10 Nemeans. The potential to be powerful exists, but let's be honest implants seem rare enough where finding both the encoding and modules would be near impossible especially if players decide to take other implants.

This idea is to diversify the implants because implants seem to be all about getting HP, it'd be interesting if they were even more rare, but did even more things. So a person with an Implantation Module would weigh the benefits of extra healing with waiting until he can buy HP Encoding or find it over the next few months.

If this idea were implemented we'd actually have half the implants we do now, since instead of an implant spawning it'd be an implantation module.

I believe that this idea if added would add to player retention as people would work relentlessly to find 5 Nemeans and 5 Implantation Modules. Taking months of time playing the game and doing TC.
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Kilgore

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Re: Rework Implants
« Reply #1 on: September 19, 2015, 09:29:26 am »
Implant rework was already discussed, use search.