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Place of CBMs in Bright Nights should be clarified. #57
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I don't have a complete idea yet, but so far I see it like this:
So basically, easy bionics are installable by hand, hard ones are still installable but best with friends, zombie-extracted ones are common but always flawed.
Needs rebalancing first, then it can be enabled.
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What to do with anesthetic kits for Autodoc? Looks like Aftershock removes it, for example. Maybe BN shoud get rid of them too? |
Removal is fine, though they could be repurposed as a knockout toxin. |
Bionics installation in Aftershock was reworked in likeness of the Caves of Qud system for cybernetics. IMO it is a good solution, because you want to encourage the player to try new things instead of the (in)famous CDDA-balance, which makes everything obsolete by the time a player can use it due to fail chances and buggy mechanics (like hot air and insulating clothing). Right now bionics make a difference for choosing a starting profession, but are almost obsolete when you get them and the ability and opportunity to install them mid-game. It should be a positive OH SHT. AWESOME! * moment when player sees an autodoc, not an OH SHT, I need food,water,books,cbms and a month of in-game time to get a high tier bionic installed without a 70% fail chance". |
The "question" in the issue is answered. The issue is known and being discussed. |
Place of CBMs in Bright Nights should be clarified
Considering CBM I've read that complains from players:
I can add my own complains to that:
Aftershock solved it that way:
CleverRaven/Cataclysm-DDA#42202
Looks like in aftershock bionic slots are enabled, but installing/uninstalling CBMs realively easy process. Hower it is only one of the options.
There is also questions :
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