PDA

View Full Version : Implants - Idea


Zheo
01-02-07, 12:38
Ok I've come up with some tank implants this morning, they probably need playing with etc, but basically there's two types Offensive & Defensive. Offensive give strength and combat skills while having a negative effect on secondary skills, meaning that a combat tank would have his ability to do secondary things like recycling, hacking etc, reduced. Defensive on the other hand increase the tank's resistances or increase his movement but drain on his combat skills slightly, (and not directly) For example they might reduce his tech combat, or his endurance. This means you can either go for a prue offensive set up, a pure defenseive or a balance inbetween. Some of the implants have a very HIGH strength requirement the idea is that a PE cannot get his hands into using them, this gives a HC tank an implant a HC pe can't get. However I do intend for the PE to beable to use some of them so the requirements would have to be played with! There's no set up down in the list because I didn't go through every single implant.

(KK don't pay me to do that :p ) Maybe they should though! HA kiddin. The following is how I believe implants should look ROUGHLY they may be too benficial or too draining in some areas and need some work so don't ney-say everything!

Tatical Marine CPU
Req: 85 Str.
Str: +5
Con: +3
TRA: +5
H-C: +10
WEP: +5
T-C: +5
Dex: -3
HCK: -10
M-C: -10
VHC: -10

Special Berzerkers CPU
Req: 85 Str.
Str: +5
Con: +3
HLT: +5
M-C: +10
WEP: +5
END: +5
Dex: -3
HCK: -10
H-C: -10
TRA: -10

Defenders CPU
Req: 85 Con.
Con: +5
Str: +3
HLT: +10
FIR: +5
ENR: +5
XRR: +5
Dex: -3
HCK: -10
END: -10
T-C: -10

MC5 Dreadnaught CPU
Req: 105 Str.
Str: +6
Con: +3
END: +5
H-C: +15
WPL: +10
HLT: +10
Dex: -2
M-C: -10
REP: -10
REC: -10

MC5 Herucles CPU
Req: 105 Str.
Str: +6
Con: +3
ATH: +5
M-C: +15
WPL: +10
HLT: +10
Dex: -2
H-C: -10
HCK: -10
REC: -10


MC5 Juggernaught CPU
Req: 105 Str.
Con: +6
Str: +3
FOR: +10
PCR: +10
POS: +10
HLT: +10
INT: -2
T-C: -5
TRA: -5
HCK: -10
REC: -10

Synapse Soldier Mod S-13
Req: 80 Str.
Str: +3
H-C: +20
T-C: +5
WPL: +5
Dex: -3
VHC: -15
HCK: -10
R-C: -5
P-C: -5

Resistance Mod x-13
Req: 80 Str.
Con: +3
FOR: +5
PCR: +5
XRR: +10
POS: +10
INT: -3
HCK: -10
T-C: -5
R-C: -5
P-C: -5

Synapse Berserk Mod S-13
Req: 80 Str.
Str: +3
M-C: +20
T-C: +5
WPL: +5
Dex: -3
VHC: -15
IMP: -10
R-C: -5
P-C: -5

Enhanced Physics CPU v0.3
Reg: 50 Con.
Str: +3
Con: +3
HLT: +10
FIR: +5
ENR: +5
FOR: +10
PCR: +10
Dex: -2
INT: -2
H-C: -10
M-C: -10
WPL: -10

Experimental Gunner CPU V0.3
Reg: 75 Str.
Str: +4
Con: +4
HTL: +15
H-C: +20
T-C: +5
WEP: +10
Dex: -4
AGL: -10
ATH: -10
END: -10

Advanced Vitality CPU v0.3
Reg: 75 Con
Con: +5
Str: +2
HLT: +15
END: +10
ATH: +10
Int: -2
TRA: -5
VHC: -5

Dribble Joy
01-02-07, 13:02
Oddly enough I was going to post in other thread a series of imp changes yesterday, but revision got in the way.

However they would be quite different from your suggestions, notably this:

Defensive on the other hand increase the tank's resistances or increase his movement but drain on his combat skills slightly

As I see it, the very fact you have chosen a defence or offence imp is a negative to your offence or defence respectively. There's no need for further penalties unless this imp has significant bonuses in that area.

Anyway, I'll probably post a new thread later with my ideas and changes in full.

Apocalypsox
01-02-07, 20:05
i definetly like the wide selection of the imps there...it would be nice to have more endgame imp choice instead of SA/MOVEON/PPR/SF like most people use today (in some variation)

Zheo
01-02-07, 20:17
I Knew you'd disagree DJ :p you always do im begining to think you have a hard time agreeing with anyone :)

Pantho
01-02-07, 20:42
i definetly like the wide selection of the imps there...it would be nice to have more endgame imp choice instead of SA/MOVEON/PPR/SF like most people use today (in some variation)

I cant find 1 setup thats best with those implants.. only for ease of use :p -

Spy = SF/PPR/Move-on/Target 3 tbh

PE = SA/SF/Target3/Distance3/Target2/distance2 (For judge/xbow/TL92

PE = SA/SF/Exp balistic 3/Target3/distance3 (Hitech PE)

There are many variables of PE setups...

Strange it may be, but the Xbow setup above is nice

Dribble Joy
01-02-07, 20:54
I Knew you'd disagree DJ :p you always do im begining to think you have a hard time agreeing with anyone :)
Well considering my desire to get this project to produce the best results it can and my general propensity for pointing out when I think something is incorrect as I see it, I will do so where ever it rises in this part of the forum :).

Zheo
02-02-07, 18:28
Well considering my desire to get this project to produce the best results it can and my general propensity for pointing out when I think something is incorrect as I see it, I will do so where ever it rises in this part of the forum :).

True but I don't think KK will produce implants with no negatives, if that is what your getting at creating, if you simply mean with different bonuses etc. then what I gave was a sample and an idea, of something other than: -15 ath, -15 agl. For combat implants which as far as I see are a serious attack on a combat runner's capabilities.

Dribble Joy
02-02-07, 20:18
I mean for example on a defence imp, like a ppr, you should not have PC, RC, etc. malii. Similarly on something like a CCP, no defence penalties.

John Doe
07-02-07, 10:54
I just want you to know that we'll follow your suggestions and check your ideas - if we decide to use one (or more) of your ideas we will present this in a new thread to get the full attention of you and the rest of the community.

I like the ideas of putting implants into groups with various rulesets (i.e. offence and defecence). Thanks for your work so far :cool: