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> Ideas/Suggestions for Cybernetics/Cyberware
MadMax_FMM
Posted: May 02, 2003 12:17 pm
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Greetings!

Because cyberware is a very important part of PE i´ll create a thread which deals with cybernetics only. Please post all your ideas for new, creative cyberwaresystems. wink.gif


Example:


Cybernose:
The cybernose blablabla... better smell... blablabla <---- // *short text*

- plus 10 to HP
- minus 10 HP/Sec. while camping next to a bum/ in sewers/ at the toilet etc
- you can smell your enemies deodorant from a distance of two miles
- supernoseorbitaldevice to control orbital stationed nukes...
- blablabla etc


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>> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<

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Fayde
Posted: May 02, 2003 10:49 pm
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ill put a list of ideas that can go along with new cyber parts. i dont think that ALL the ideas below each part should be included, but they are all things which i think would work with each part. the first few entries, can work for the cyber head. but instead, break down the head into separate cyber parts:

cyber eyes:
-increased zoom capabilities with zoom weapons
-increased radar range
-increased weapon accuracy

cyber eyes upgrade (improved retinas):
-some sort of x-ray vision that allowed u to see through walls or something simliar
-nightvision or infra-vision


cyber ears:
-increases sound input by some %. makes weapons extremely loud, but u can hear people walking/using radio commands from much further away
-increased radar range


cyber brain:
-increases reload speed
-increases accuracy
-increases hacking speed
-decreases enemies accuracy when targeting you (because u can react faster due to the enhanced brain)
-adds another radio commands list which would include some radio commands that arent already implemented (for example: flank left, flank right, enemy ahead, enemy spotted, etc. btw, i think the radar should show who is using voice commands wink.gif )


upgrades for cyber limbs already purchased (this would be like an upgrade for the materials used in constructing the limb):
-aluminum upgrade (makes u move/reload faster, lowers health)
-steel upgrade (makes u move/reload slower, but gives more health)
-titanium upgrade (makes u move/reload faster and gives u more health)
-(some futuristic metal) upgrade (increases all the stats on a cybernetic limb you already purchased by some % and/or decreases enemies accuracy when targeting you)


another idea with regards to cyber limbs, is to have them wear out gradually, over time. the more u use a limb, the less effective it becomes over time, requiring some general maintenance/repairs to regain its full usefulness. then you could come up with some other upgrades, like:

-improved inner workings. all parts of the cybernetic limb on which this ability is applied require less maintenance (some %), meaning u can use it for a little longer before having to repair it
-advanced inner workings. all parts of the cybernetic limb on which this ability is applied require far less maintenance (a higher %), meaning u can use it for much longer before having to repair it
-sealed internal devices. all parts of the cybernetic limb on which this ability is applied require no maintenance after upgrading the limb


those are just a few ideas. smile.gif



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Javert
Posted: May 03, 2003 01:49 am
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In concurring with the previous thread, I offer a suggestion (up to the discretion of MadMax or Spin.) My suggestion is to lower the points needed for the cybers. As a matter of fact, why not make them cheap enough to make them mandatory, no matter how "noobie" the player is. Here's my reasoning:
It encourages variety. That way, you don't have clones that fight with only their gun, skill, and luck. You have faster, tougher, and more accurate players that make the game more exciting and intense.
Now, one may criticize that cheapening the add-ons would be overpowering, destroying balance etc., but realize that both teams would have the opportunity to upgrade. It also increases strategy. Example: Should they all buy cyberlegs and rush? Or should they all buy torso/heart upgrades to be human tanks? The possibilities for the customization for each player and team are limitless. The cybers should not be 'leet' things that requires many kills, but accessible to all to tailor each player's individual playing style. In that way, with different players of different styles, traits, strengths, and weaknesses, it basically almost becomes an RPG. OOooh
Oh, and the orbital device is overkill, practically inescapable. You may want to tone that down a tad (again, up to the leaders).
And like the FA mod (Firearms), you may also want to make pre-customized options available for new players or those to lazy to create new ones.

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MadMax_FMM
  Posted: May 03, 2003 01:29 pm
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Yes. This point has been mentioned very often. We´ll reduce the costs of all cyberwaresystems in the next upgrade.

And we´ll change the orbital-device.



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>> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<

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Xcentric
Posted: May 03, 2003 07:06 pm
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Dunn if this happens or models are chosen by random but, Maybe if they choose cyberhead, add a futuristic helmet on them, or with legs make thier legs look like they have chrome brace-type things.


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Xcentric: 1) Departing from a recognized, conventional, or established norm or pattern.
             2) Deviating from a circular form or path, as in an elliptical orbit.
             3) The guy who pwnz you in any game AND still manages to be a freak.

QUOTE
Hoowk: yeah, cuz ya know the definition of camping is us sitting on our ass while they shoot at us.
Xcentric: Lol, yep thats about it.
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MadMax_FMM
Posted: May 03, 2003 08:02 pm
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@Xcentric: We thought about this, but it would be too complex for the old HL-Engine, because we had to create a complete new model for each cyberwareconfig... we would reach the momory-limit very fast. (And we nearly reached this limit. ^^)


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>> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<

Leader Staff - IronOak Studios:
"PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM
"PE - THE DARK FUTURE" http://www.ironoak.ch/PE
"BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB
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Xcentric
Posted: May 03, 2003 08:34 pm
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Right back @ ya - Ahh, guess that happens when you have Uber-Mods eh? =P Anyways Are/will you re-make PE for HL-2?


--------------------
Xcentric: 1) Departing from a recognized, conventional, or established norm or pattern.
             2) Deviating from a circular form or path, as in an elliptical orbit.
             3) The guy who pwnz you in any game AND still manages to be a freak.

QUOTE
Hoowk: yeah, cuz ya know the definition of camping is us sitting on our ass while they shoot at us.
Xcentric: Lol, yep thats about it.
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hobgoblin
Posted: May 04, 2003 02:41 am
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hmm, i kinda like fayde's ideas. im guessing that i can grab the cyber eyes and ear without having the existing head job cool.gif

one thing tho is that i think it will be hard to code in that when your targeted the persons weapons become more inacurate...

and im not so sure about that maintnance idea. for one thing the player ismost likely not going to survive many rounds unless he is good so...

hmm, dont decrease the cost of the mods to mutch, just give us the abiltiy to have all of them andstill pick up a handgun smile.gif

hmm, how about instead of makeing gun sounds higher with cyberears you become deaf for a while if you fire a gun or someone does so within a distance of you. basicly you can hear footsteps and voices at a longer range but if a sharp sound happens to close the hardware cuts out so as to not overload...

that comment down on the brain mod about pinpointing people using radio commands. im guessing that the thought was that if one overhears a enemy using hte radio the exact person would flash on your radar...
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That One Guy
Posted: May 04, 2003 03:29 am
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Or have it so you can turn the off the extra ability to hear, and have it cut to regular noise level. For the cyber brain, how bout to reflect enemies having a harder time hitting you, just have a permanent reduction to dmg(for all you 3rd edition guys, this would be like the AC bonus haste gives you), nothing much, maybe 5-10%.

I'd imagine that the skeleton boost, would just add uber an uber AC bonus and boost your melee dmg.

Also how about a stealth add-on. It would be a cyber-brain add on that automatically quietens your footsteps(like the FA stealth skill) and makes you invisible to radar.

Cyberbrain
Stealth
quietens footsteps
makes user invisible to radar
-25% to accuracy while moving(the brain is having to adjust every footstep you make, so trying to shoot at the same time forces the brain to work even harder. Kind of like running multiple resource hogging applications on your comp.)
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hobgoblin
Posted: May 04, 2003 02:01 pm
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so the brainshould be reconfigured for better limb control to dampen sound produced by movement?

i just wish that this was more modular so that i dont have to burn points on a mod i dont want just so i can get a mod i want, but then there is this gameblanace thing in there i guess:)

hmm, how about instead if the mods automaticly giving you all its benefits you select the mod and then you select just the effects that this mod will have so that if you only wants some of the effects it becomes more costeffective. basicly that the first layer i just a framework that you build on. the first gen cyber was most likely made to help people that got damaged limbs and so on and then people found ways to amplify the mods effect...
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KaMpFNuDeL
Posted: May 04, 2003 02:07 pm
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the orbital device is good as it is, and skilled players can escape, just not when in the middle of a ladder climb or elevator going up ... but that´s life wink.gif
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Xcentric
Posted: May 04, 2003 06:56 pm
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@ That One Guy: Wouldn't taht be more under Cyber Legs?

I like that Idea for Cyber ears when you become deaf. but it just doesn't seem worth buying if you can hear anything. It might be useful to snipers.


--------------------
Xcentric: 1) Departing from a recognized, conventional, or established norm or pattern.
             2) Deviating from a circular form or path, as in an elliptical orbit.
             3) The guy who pwnz you in any game AND still manages to be a freak.

QUOTE
Hoowk: yeah, cuz ya know the definition of camping is us sitting on our ass while they shoot at us.
Xcentric: Lol, yep thats about it.
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Desperado
Posted: May 04, 2003 10:45 pm
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I've finally gotten around to reposting my ideas from my other threads, plus I have some new ones. All numbers are subject to change.

My suggestion for cybereyes was almost identical to Fayde's, so I wont repost it.

Wired reflexes (aka Move by wire):
By replacing the neurons connecting the brain to the muscles, superior reflexes and agility can be accomplished.
Stand-alone component, 8 credits.
- 50% less reload time
- 50% less fall damage
- 25% faster run speed
- 10% faster ROF with semiauto weapons
- 20% more knife damage
- 15% accuracy bonus
Note: Similar in some ways to cyberbrain idea.

Skill Softs:
Small chips that plug into you cybernetics and provide additional information about a variety of topics.
Stand-alone component, one to three credits each.
- Adds a moderate percentage to a single skill per chip
- Examples: Melee Damage, Hacking Speed, Accuracy, Damage Dealt.
- 25% to 75% bonus per chip.

Cyberblade (aka Cyberspur):
A large, razor-sharp blade that retracts into the forearm when not needed.
Add on: Cyberarms, 6 credits.
- Replaces knife in inventory.
- Longer reach than knife.
- 250% more damage per swing than knife.
- 50% slower than knife.

Twin Cyberblades:
For when one just isn't enough.
Add on: Cyberarms, 12 credits.
- Replaces knife in inventory.
- Longer reach than knife.
- 250% more damage than knife.
- Same attack rate as knife.

High Jump System:
By stimulating the cyber-muscles of the standard leg implants with a breif pulse of high voltage eletricity, extremly powerful leg contractions can be generated. The capacitors take a significant amount of time to recharge, which is just as well, as frequent use of this system can damage the leg implants.
Add on: Cyberlegs, 6 credits
- Activation of the high jump system sends the user flying 4 times as high as a standard jump, and they recive no damage when landing.
- Can only be used 3 times per round.
Note: Could use same idea for long jump system, ect. Could add condition that using it several times quickly damages legs, causing the user to recive damage and reducing the bonuses of the cyberlegs.

I like the idea of a stealth implant. Would make a good skillsoft or addon to wired reflexes or cyberbrain.
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Desperado
Posted: May 04, 2003 10:52 pm
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The cyberears sound kind of neat. Being that high end hearing aids ahev cutoffs that don't let them amplify sound above a certian point, these would most likely as well, so no going deaf from gunshots. If anything, they might be set up to reduce the sound of "background noises" like gun shots. An easy way to do this would be to code it so that people with cyberears hear certian sound effects (eg footsteps) at a higher level than people without them.

The idea of upgrades to the cybernetics is good, but with so many, people might drown in all the options. Perhaps have one advanced add on per peice of stand-alone cyberware that provides 50% of the same bonuses as the base cyberware.
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Javert
Posted: May 04, 2003 11:15 pm
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QUOTE (Desperado @ May 4 2003, 09:45 PM)
Wired reflexes (aka Move by wire):
By replacing the neurons connecting the brain to the muscles, superior reflexes and agility can be accomplished.
Stand-alone component, 8 credits.
- 50% less reload time
- 50% less fall damage
- 25% faster run speed
- 10% faster ROF with semiauto weapons
- 20% more knife damage
- 15% accuracy bonus
Note: Similar in some ways to cyberbrain idea.

Wow! huh.gif Realize that players have to keep ALL THIS in mind when buying, and there isn't enuf time to think about all of them either even if there is a slight pause before each round to buy things.
So I suggest we just keep things to about 3 improvements per upgrade. After that, it just multiplies the amount of things to balance (bad) and frustrates players trying to get a good balance and not be confused(also bad).
Just too many things to memorize (also bad).
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