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Cyberware of Project Nevada to DC

General mod discussion and requests.
alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

Cyberware of Project Nevada to DC

Post by alphaidiot » Wed Feb 27, 2013 8:09 pm

It occurred to me that adding Cyberware function into DC may make playing more interesting. I have already given the option to Pinkerton, who seems only capable in DC to do such surgery, using his voiced dialogue "Hmph. No one else could do it, that's for damn sure" xD. The only matter is arranging implants around Wasteland, and how to coop with after-playing in New Vegas.


I think mundane implants such as voice modulator and razornails can be provided from junk vendors like Moira. And to make the gameplay extended, good to replace some unique implants from New Vegas to DC so not to duplicate plus make DC exploration more rewarded. 


Or if someone who is capable of scripts, we might even can make some new implants too! So what you guys think? Opinion would be welcomed, such as implant locations or would it good to make Usanagi's exclusive implant achievable in DC and so on.



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rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Awesome idea! I could see

Post by rbroab » Wed Feb 27, 2013 8:20 pm

Awesome idea! I could see this working, and using it even. Can't help with making new implants, but as for spreading out some of a current few, I could help with that.


I'm not alright, I'm an equal amount of left.

alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

 I first randomly deployed

Post by alphaidiot » Wed Feb 27, 2013 9:36 pm

 I first randomly deployed them wherever thought to be rewards, then I found they got stacked with other rewards like skill books, bubbleheads and so on. I came to think deployment should be done in more calculated plan. So hey! Let's suggest ideas and discuss. ;-D First, here's the list of current implants.


Head Implants

AR Scanner: Real-time target analysis

Bionic Eyes: Enhanced vision modes

* Empathy Synthesizer: Charisma +1

* Logic Co-Processor: Intelligence +1

* Optics Enhancer: Perception +1

* Probability Calculator: Luck +1

Voice Modulator: Speech +2(3,4,5), Barter +2(3,4,5)

Wired Synapses: Bullet time slowndown increased by 20%



Torso Implants

Adrenaline Booster: AP regeneration bonus for kills

* Hypertrophy Accelerator: Strength +1

* Monocyte Breeder: Health regeneration

* Nociception Regulator: Endurance +1

* Reflex Booster: Agility +1

Stealth Nano-Bots: Controllable stealth field

* Sub-Dermal Armor: DT +4

Synthetic Lungs: 25% lower Sprint AP drain, water breathing



Arm Implants

*inetic Accelerator: Attack and reload 50% (100%) faster during bullet time

Nanobionic Weave: Limb regeneration

Hand Stabilizer: Lockpick +2(3,4,5), Repair +2(3,4,5)

Motor Memorizer: Guns +2(3,4,5), Energy Weapons +2(3,4,5)

Neural Datatool: Science +4(6,8,10)

Razor Nails: Unarmed critical chance and damage increased by 25% (40,55,70)

EMP Generator: EM Burst, Capacity 5x (10x), Recharge 1x (2x) per hour

Hyperfrequence Emitter: HF Burst, Capacity 5x (10x), Recharge 1x (2x) per hour



Leg Implants

Kinetic Accelerator: Surroundings slowed down by 25% (50%) during sprint

Nanobionic Weave: Limb regeneration

Tread Damper: Sneak +4(6,8,10)

Weight Absorber: Carry weight +10(20,30,40)


* are currently exclusively purchasable in Usanagi's clinic. I am not sure should I duplicate them in DC. This should be determined first before the deployment I guess.  


 



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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

I think that is quite an

Post by Risewild » Wed Feb 27, 2013 10:07 pm

I think that is quite an interesting idea for a TTW mod laugh and I do like the idea (when I play TTW I always Roleplay in my head I am a Cyborg, I always get all implants and all perks that might be related for a cyborg like the "Cyborg", "Wired Reflexes", "Implant GRX" and all the others I can consider adequate for a cyborg xD).


In my opinion the NV implants should be only in the NV part of the game, and then get new ones for DC cheeky so the two wastelands keep their individuality.


I am tired since I just woke up, so I am not in my most creative time of the day, I will come back later if I get any suggestions for you angel.


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JaxFirehart
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Joined: Wed Sep 12, 2012 12:33 am

Personally, I would make it

Post by JaxFirehart » Wed Feb 27, 2013 10:37 pm

Personally, I would make it so that you can find implants in loot and around the wastes, but then you need a doctor to implant them (or do it yourself for some of the "simpler" implants, with sufficient medical/science skill).


I see it as 3-4 tiers


Simple - Like razor nails. Any doctor can apply them. Player can apply them with sufficient medical/science skill (40 or 50, something moderately low)


Intermediate - Like the Tread Damper or weight absorber. They require invasive surgery to be implanted so the player can't do it themselves, but any doctor can.


Advanced - Like the NV implants, requires a specialized doctor (Pinkerton, Usanagi) to implant.


Elite - The nano-bots and stuff like that. Same as advanced just they same to be even more awesome.


But yeah so basically you find raid a vault (for instance) and find a Monocyte Breeder in one of the med bays. Now you run to Usanage or Pinkerton and ask them to implant it. They charge you a few thousand caps and proceed to do so. I could even script it so that once you find one, you can never find another (remove it from leveled lists by script).


Just my 2 cents, thats probably more than you cared about.



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Risewild
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I was just thinking about

Post by Risewild » Wed Feb 27, 2013 10:51 pm

I was just thinking about this (since I am a bit more awake now ) and I was considering from where would Pinkerton get this new implants from, he lives in a half destroyed bit of a ship, I think he doesn't even come out of there since no one has had contact with him for almost two decades, and then Jax just answer my own question by suggesting the scavenging for implants and give them to the doctors .


Constructing on Jax suggestions how about having some implants being upgradable? I don't mean unlimited upgrades but maybe the basic implant and then we could improve it once (like the GXR Implant perk) where the bonus improves just a tiny bit more, example: Basic Razor nails or Razor Nails MkI (gives a bit of bonus), Razor Nails or Razor Nails Mk2 (increases the bonus a bit more) or maybe having different implants that are better and worst, example: Implant Rusty Razor nails (gives the less bonus) and then Implant Steel Razor Nails (Higher tier implant that gives a bit more bonus).


We could even be allowed to make our own Implants using schematics like system but based on our science/repair/medicine depending on the type of implant.


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alphaidiot
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Joined: Fri Sep 21, 2012 10:49 pm

The PN cyberware function

Post by alphaidiot » Thu Feb 28, 2013 12:28 am

The PN cyberware function starts when Player picks up a book named Cybernatic Surgery: Standard Edition, triggering a quest I Dream of Electric Sheep. The concept is highly based on Android and K.Dick, so a guy related to Android is the only capable hand I thought, Pinkerton came to the first list. Then to think, wide range of doctors in New Vegas also can perform surgery as soon as Player hands over the book(it's disposable).


I can deploy implants by tiers but cannot change the surgery system by tears since PN provides one integrated menu. I cannot mend the script anyhow, but placing new handbooks in DC for additional doctors would be good idea. If doctor Mitchell can learn from it, so the others. And most of all, for player's convinience. 


I agree Vaults are the most excellent place to hide advanced implants. Suddenly I got an idea from Zax's mention about nano bot, that allocating few Android NPCs hiding from Commonwealth and some implants must can be obtained by killing or bartering them. The fight can be challenging as they canbe guarded by rogue Railroads or self-made sentrybot somewhat. About bartering, it would be a nice additional way to make Player spare more caps.


About upgrading concept, seven implants are upgradeable provided by PN already, including Razor Nails. And yes, it's based on Workbench recipe. But I got an idea adding more dynamic boosted implants, such as degraded version of Sub-Dermal Armor which gives DT +1 or two. This should not duplicate existing implants but make Player to exchange by hi own expense, not to mention it adds diversity.


Great brainstorming, folks. Already got fundamental ideas. I will take a look at how adopting new implants work(PN is famous of high modular and adoptation hurrah).



Senterpat
Posts: 239
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I think they should be found,

Post by Senterpat » Thu Feb 28, 2013 6:02 am

I think they should be found, not in leveled lists, but planted around DC so they are always there (like unique weapons). You could go sso far as to remove them from vendors and only have them scattered about. 


I can help with making new impnt effects, but haven't looked at how the implant menu works so dunno if I can help there.


One should definitely be at super duper mart tho. (because It's great)


Call me Pat. Senterpat is too much to type.

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chucksteel
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Joined: Wed Aug 15, 2012 3:20 pm

I have to disagree on the

Post by chucksteel » Thu Feb 28, 2013 6:11 am

I have to disagree on the super duper mart. Yes I love the cell and, location but, it's too easy for something like an implant. 


I would say in some of the radio cache locations, Ravens Rock, the Citadel Possibly camp independence, Rivet city science lab. 



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Aw shucks

Post by Senterpat » Thu Feb 28, 2013 6:30 am

Aw shucks


Call me Pat. Senterpat is too much to type.

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