Place to discuss potential cyberware that could improve simstream effectiveness. Moving the discussion out of the AgentEX thread where it originated. Two discussed options were cyberware to have a Merc act as a supplementary 'recorder' to increase simstream effectiveness for mercs playing back missions that the chromed up Merc was on, or cyberware that increases the individual performance of that Merc only regardless of who ran the mission. I'm leaning towards the first based on jotwebe's comment here: #1246303840698110085 message
#cyberware to improve simstream effectiveness
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I really believe that having the recorder be the boost, and that it needs to be cyberwear is the correct path.
as opposed to Items being used at mission start. That seems ... cheap? Low Risk High Reward
same for installing cyberwear to make yourself a better 'receiver' while in the tank. Low Risk High Reward
Having the recorder cyberware also gives a nice balance knob to turn, because you can adjust the cyberware side effects to keep it from being a no brainer, but also still viable
Its also my humble suggestion that even if this idea takes off, the most impactful feeling would be having the recording cyberwear take up a slot that we really really want. Fast Brain slots and Deep Brain slots are really primary slots for good gear
Yeah, the opportunity cost should be a major decision driver
Do I take the brain recorder 9000 or do I take a nano Hive? hummmmmm
Sounds like the Tact Recast system recommended for soldiers
At least in the lore angle
Yeah it could have a home as part of certain starts/approaches but not be great for every run. I'm thinking:
recorder+investment in simstream room helps a large team with multiple specialists keep up with the difficulty/power curve
Or
Helps with a high risk chrome playthrough where you need a path to get replacements up and running fast
snort we could go full Discord in-joke and have it take up the quantum computer slot. that way everybody BUT the CK could take it.
I believe that is the spine slot.
no, I'm wrong, it is marked as "Quantum Rider Slot"
I'm wondering how many slots there will be. there are only 6 display areas for slots and we already have implants for 6 slots not counting Quantum Rider Slow. but we know at least one more slot is coming: Arms
There are 10 counting the rider, which is the only implant to use it. We're working toward a cyberware screen that shows a glowing body and 9 or 10 slots and then you can really see you are filling slots, instead of a pool of 6
That's hype AF
yeah, we think it will really bring that screen to life
my bad, old design was 11 (without rider) now its 9
this lets us push more of the subtypes into the same slots, which makes for more fun competition
I think an item would be okay, too - it does cost an item slot, that's not nothing. If the boost is something like 1%, that's not excessive I think
Orrrr, a drug that increases the users exp gain, that'd be cool too
it could come with a debuff - slowing reflexes, reducing accuracy, move speed...
There is a hype break that increases your XP gain already
simstream does honor your XP bonuses from traits, etc
and you've got a decision to pick that or another hype break. Why not have a decision to get some extra exp at the cost of an item slot and some money?
imho i like the current status that the only requirement is to be in the trainer. having to install an implant seems like it makes the room much more complicated to use. an optional implant seems highly situational.
as I understood the discussion, it wouldn't be an additional requirement, we're talking about ways to get exp above an beyond what the trainer provides
if an implant, it adds more complexity because that merc has to be available for the set of missions. if an item, presumably the player would only buy one, and then it is just another thing we need to item-juggle.
I think an item is probably too easy/ it doesn't lock you out of other options except on a mission by mission basis. I like that bonus XP pretty much always requires some investment/opportunity cost. I don't think that it would add too much complexity as it is not required at all, and it just provides an increase to the established functionality of the room. Bit odd that an implant is tied to a room but there should be the structure to handle that for when we get cyber-pet rooms/classes.
the cyber-pet rooms are not linked to having an implant--they are linked to the presence of companions
just like having a Hacking Station is not linked to having an implant, but rather to having Hacking missions
Huh, I had presumed that the cyber-pet classes would have an implant
they will indeed have an implant, just as a Hacker has an implant. but the room isn't linked to having an implant
the room is linked to having a companion.
you can have a hunder without the room. but you can't have a dog without the room
or maybe you can; we don't know yet
what I'm trying to say is that there is no structure in the game where an implant is tied to a room
All fish are mackerels, is what you are trying to say?
I think it just comes down to how you define tied to. Hacker class requires a specific (class of) implant, there is a room that improves his functionality/gives new behaviors/options. The room is useless without a hacker. The cyber pets class presumably have an implant requirement, but will also likely require a room to access core class features. In both of those cases the room would be useless without a Merc with the class, which requires specific cyberware. To me that means the cyberware is tied to the room. The potential stream recorder implant is different in that the room has access to all of its functions without requiring anyone to have the implant, and neither the room nor the implant are tied (by any definition) to a class. In this case it's the implant that requires the room in order to be functional.
Anyway, all this semantic hair splitting to say: sure, the proposed setup would probably work without requiring too much extra coding/special handling. I just find it fun to parse this stuff out to the details 🙂
no. the statement I was responding to was, "Bit odd that an implant is tied to a room but there should be the structure to handle that for when we get cyber-pet rooms/classes." I was saying there is no such structure.
those implants are not tied to rooms in a structural way
having an implant that works directly with the simstream training room would be fundamentally different from the hacker station and pet rooms
yeah, I don't think that we would prevent you from building a Dog Kennel even if your team has no Hunder
maybe yoru hunder just died, or your preparing to bring one on
I am alarmed that you just implied that nano-puppers die. Could the room have a function that allows orphan cyber pets to still hang out in base?
hund_er_, the merc who handles hunds
but yes, I would expect dogs and cats (and drones) can die
ah, by nano-puppers you mean hunder. odd term