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Cuz yeah it'd make sense if drugs that mess with the immune system would affect that stat.
As for cybepsychosis being affected by that stat, I could add it as a toggle in the settings at some point.
I've been thinking of maybe also making it affect the "damage received multiplier", basically make the drug be the opposite of the Tought trait. Maybe the more of that drug is taken, the lesser the impact of implants is, but it also severely weakens the body...or something, idk lol
I'm trying to not to fully stick to Cyberpunk lore, cuz I think first and foremost this should fit Rimworld's gameplay, so I'm open to suggestions like these even if they don't follow that lore perfectly.
It's not like I can even check if they're lore accurate cuz I'm yet to play 2077 lel
The toggle would be sick especially if you could also flip between immunity gain speed helping or hurting cyber-psychosis.
I like the idea that the drawbacks of implants and bionics are mental, contrasting the benefits, which are usually physical: i.e. more damage, speed, manipulation, etc. So you get either, a chance of cyber psychosis causing mental breaks, or, the constant effect of immunosuppressants causing slight pain or decreased consciousness, or something similar.
That way the downside would be relevant all the time, not just in combat, the same way there are a lot of bionics that are just generally useful all the time. Also, if it just affected incoming damage that would arguably be a bigger hit to melee bionic pawns over ranged bionic pawns, though, maybe that's cool.
I agree, and it's funny you say that; I haven't played the game either haha. I am just going off what I gleaned from the Edgerunners anime. It's pretty good. I would recommend it if you are into that.
Biostability is not affected by installing/removing implants.
There's a base biostability gain rate.
Each implant adds a debuff to biostability gain rate, which scales with immunity gain speed and implants value.
After some number of implants are installed, biostability gain rate becomes negative.
Immunosuppressants add a stacking debuff to immunity gain rate, which lasts for a long time.
The more implants a pawn has, the more suppressant stacks are needed to flip biostability gain rate back to positive.
This would create a maintenance requirement for using too many bionics, and amount of immunosuppressant stacks could be managed by tweaking drug policies.
There's a problem of dealing with diseases and infections tho. Adam Smasher would die to a regular cold.
Some other drug world probably have to be added, which removes effects of immunosuppressants and allows a player to choose whether they want to keep their unstable cyborg anaesthesized or partially disassembled while recovering
I think the installing/removing implants can still affect biostability. Its a cool incentive to space out the implant installations so your pawns can adapt the implants. If the installation hit to biostability also scales with immunity gain speed, you could still install multiple bionics at once by stacking immunosuppressants first.
The maintenance requirement is cool and I like the increased vulnerability to diseases and infections. Genies from Vanilla Expanded have very low immunity gain speed, so they need to take antibiotics to boost it. Something similar could work here. I think the simplest solution to an infection would be to chuck them in a biosculptor pod medic cycle; with the added advantage of being peak aesthetic xD.
@MrKociak do you have this mod on GitHub? It would be interesting to play around with different ideas
I'll have to get around to it :U