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Add Bionic Systems Mod #21583

Merged
merged 11 commits into from Oct 19, 2017
Merged

Add Bionic Systems Mod #21583

merged 11 commits into from Oct 19, 2017

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Noctifer-de-Mortem
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This PR adds a bionic centric mod. This mod adds three new bionics and a profession. This mod can also serve as a dump for future bionic that are not balanced for mainline or testing purposed if it is desired.

The main purpose of this mod is to add new bionics and showcase them if at all possible (mostly likely by professions). This all started as a way to make a variant of the directional EMP that did not require being next to the target as some explode and other will kill you before you even get near them.

Additions:
EMP Projector CMB - This Bionic fires a very weak but very accurate series of "pulses" at the target. It will work great against electronic targets because of the EMP flag but very poorly against anything else. It only has ten range as the main purpose is close-quarters use (opening a turret room, man hack around the corner).

Ionic Overload Generator CMB - This add a very costly (in terms of bionic power at 500) but very powerful plasma attack. This can be used to quickly dispatch various enemies in a single line when up close or can severely damage an enemy at range via it's secondary effects (fire and explosions). I added high recoil so the user had to re-aim it if they have enough power to do continuous shots.

Autonomous Surgical Razors CMB - This bionic introduces new "weapon". It is a combination of the bionic claws but with the properties of a scalpel. They deal very low damage but are quick, precise are an unarmed weapon. They are not meant for combat though, since they have a very high fine cut and butcher quality. They have a very low activation cost but drain one bionic power point per turn since they are supposed to do the surgery for you.

Bionic Surgeon Profession - At 6 point cost, this is an upgraded version of the medical resident. Has the same clothing as the former with a bit better items and skill. The bionics included are the Autonomous Surgical Razors, Cranial Flashlight, Power Storage MK.II and Battery System.

@DangerNoodle
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EMP Projector CMB - This Bionic fires a very weak but very accurate series of "pulses" at the target. It will work great against electronic targets because of the EMP flag but very poorly against anything else. It only has ten range as the main purpose is close-quarters use (opening a turret room, man hack around the corner).

Why not implement this in the main game? A single-tile range EMP sounds useless.

"id": "bio_scalpel",
"type": "TOOL",
"name": "autonomous surgical razors",
"description": "You have implanted on your fingers a system of surgical grade razors. While activated, they will continously drain power to make automated pricise cuts but you will be unable to wield anything.",
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Two spaces after period, please. Also, "pricise" -> "precise".

"id": "bio_emp_gun",
"type": "GUN",
"name": "EMP Projector",
"description": "A ranged emp generator system is implanted on the palm of the user's right hand and arm. Fires super-concentrated electric pulses for a short distance. Extremely effective against electronic targets but mostly useless otherwise.",
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There should be consistency in descriptions. In bio_scalpel description you wrote "...on your fingers...", here you write "...on the palm of the user's right hand...". The same for bio_ion_gun description.

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Fixed bio_scalpel deacription to match the other two.

"act_cost": 20,
"gun_bionic": true,
"fake_item": "bio_emp_gun",
"description": "A ranged emp generator system is implanted on the palm of the user's right hand and arm. Fires super-concentrated electric pulses for a short distance. Extremely effective against electronic targets but mostly useless otherwise."
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Excess space in "A ranged emp...".

"id": "bio_surgical_razor",
"type": "bionic",
"name": "Autonomous Surgical Razors",
"description": "You have implanted on your fingers a system of surgical grade razors. While activated, they will continously drain power to make automated pricise cuts but you will be unable to wield anything.",
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Two spaces after period, please. Also, "pricise" -> "precise".

"symbol": ":",
"color": "yellow",
"name": "Autonomous Surgical Razors CBM",
"description": "You have implanted on your fingers a system of surgical grade razors. While activated, they will continously drain power to make automated pricise cuts but you will be unable to wield anything.",
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Two spaces after period, please. Also, "pricise" -> "precise".

"toggled": true,
"act_cost": 10,
"react_cost": 1,
"time": 1,
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Low activation cost bionics with time cost are annoying to use, because you need to manually activate and deactivate them.

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The reason being is that it's meant do the cutting for you. Also, it's not mean to be a bionic you would have active very much, only when you need butchering since as a weapon it's not that great.

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Give it a much lower over-time cost, but higher activation cost.
Or just get rid of the over-time cost and rely on activation cost.
At the moment it looks like a bionic you exploit for easier bionic installation. Exploit, because it takes almost no energy for such use.

There is also the issue of huge tedium if you actually want to use it for crafting: 1/turn means any crafting job more complex than pointy stick will drain large amounts of power. But you don't need to have the tool for the whole duration - only to start the craft. Meaning that you could (should) eat one battery, start crafting, then finish the craft with no problems.

So basically, the only valid uses of this items are the ones that avoid the cost.

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Removed over time cost and made activation cost higher but still reasonably low enough so it can be activated and deactivated at will if not desired to be use as a weapon.

@Leland
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Leland commented Aug 20, 2017

Why not implement this in the main game? A single-tile range EMP sounds useless.

To go further, why is the goal of this PR to create a new mod and not just attempt to get all of them into the main repo?

If the purpose of shunting these into a mod is to test them out (i.e. that you don't feel confident that these are balanced) I feel that that might be better accomplished via the forums as a private mod, soliciting feedback from the community, rather than by getting the mod itself mainlined. Because, surely, the ultimate goal of the items added here would be to get them balanced enough to merge?

@Noctifer-de-Mortem
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To be honest, I don't feel like I could properly balance bionics since they are such a crucial and controversial part of the game (in terms of balance). This is why I modded them.

Why don't I post it as private mod? Since this mod's goal isn't to mainline these items into core (not against it myself), I simply want it to be abailable to the community. This mod is small and vague enough that if other authors wanted to add bionics as mods, they can add it here istead of cluttering the forums with tiny bionic mods.

@Leland
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Leland commented Aug 20, 2017

Not stating firmly my stance on this PR one way or another, but I will say that each mod added to the repo imposes significant development cost to maintain. Indeed, adding this here means that you'll be signing on as maintainer of the mod into the future - that's particularly noteworthy if other authors begin adding bionics to this as a testing ground like you've envisioned. You'll be responsible for keeping this mod up to date and stable.

Cluttering the forum with small bionic mods may indeed be preferable to a new catch-all mod. Additionally, this can simply be added to @remyroy's launcher via mods.json. Neither of those two approaches necessitates an active maintainer.

@Noctifer-de-Mortem
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I am already an active maintainer of some mods here in the repo, that is not a problem for me. Mostly focus on reparing them when they break. (hasn't happened yet).

-Changed activation cost of 10 to 75.
-removed over time cost and retraction cost.
@kevingranade kevingranade merged commit 77ab5c7 into CleverRaven:master Oct 19, 2017
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6 participants