Remove Bionics after death.

Started by GhostPower, June 02, 2016, 11:51:20 PM

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GhostPower

So I've spent hours saving for bionics, I suit my special colonists up and make them super buff only for them to die, with them taking the oh so very expensive bionics with them. Could we have an option of removing all bionics from a dead colonist after they die so they can be reused?
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Tynan

No, it'd destroy the meaning of bionics if you could harvest them off of every dead enemy. They'd destroy the economy and you'd be swimming in them all the time. This is already a problem with guns.
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Poochie

Maybe do the MGS thing where guns are coded to someone's genetic identity or whatever and won't work if someone just picks them up? Could also add a crafting recipe to remove this and risk breaking the gun?

cultist

Quote from: Tynan on June 02, 2016, 11:56:10 PM
This is already a problem with guns.

Any plans for how to deal with this?

JimmyAgnt007

Maybe a middle ground and have them recovered as raw plasteel and components. 

As for bionics and organs.  What about setting up a limit to how many a trader will buy set at 1 or 2. 

Also, an overflow of weapons is solved with smelting them.  Allow us to smelt armor and scrap clothing for a fraction of the 'stuff' used.  An overflow of organs can be solved by allowing them to be used as food. (an unpack toggle turns them into a few units of human meat)

This way, we cant make piles of money selling them off but can still recover the bits we need.  Also we arnt left with an overflow we cant get rid off.

cultist

You could use the surgery success% to determine what happens. Very small chance of recovery (with reduced HP), some chance of recovering a few components, some chance of mishap of some sort.

erdrik

Quote from: cultist on June 03, 2016, 01:20:23 PM
You could use the surgery success% to determine what happens. Very small chance of recovery (with reduced HP), some chance of recovering a few components, some chance of mishap of some sort.
^ Id like this.

crazyarms

Would like to just state that prosthetic/bionic body parts are often removed from corpses before burial and especially before cremation.
While it is true that some of these can't be reused and there are standards in many developed contries prohibiting the use of second hand prosthetics, there is actually a growing trend of second hand use in developing nations.

These secondhand patients (from the extent of what I have read) react to the new parts just as the primary patient had reacted (possible rejection/infection/etc).

I think the solution here is with degrading parts, or possibly degrading quality of parts.
If tom has been using his trusty iron hook for the last ten years, then it might need to be polished up abit or replaced completely.

milon

I grew up in Canada, so recycling is important to me. ;)

But seriously, I'd really love the ability to recycle/disassemble clothing, armor, weapons, and maybe even banged up prosthetics.  As others have said, it should be Stuff-based or ingredient-based so you get back a portion of what went into it.

Vaporisor

bionics shouldn't be recyclable because of their being tied into the biology.  Normal non bionic prosthetics should be re-usable just from a role style.

Recycling clothing?  Well that is a trickier issue.  I mean cause the concept is the hp is wear and the colonists do complain about being worn out.  Usually stuff wears in general over the whole apparel so getting good material from a worn shirt for example, well that cloth will still be worn.

If we want to have recycling, then repaired clothing should drop down to say poor by default.  Poor and lower quality clothing not repairable.

Armor is kind of the same.  It is just how armor works.  Perhaps the metal helmets smelted down and depending on how you view the armor's construction?
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Lakuna

Quote from: Tynan on June 02, 2016, 11:56:10 PM
This is already a problem with guns.
Maybe if when a person dies with a weapon, the weapon turns into a "broken weapon" item of some sort. Then you could change the "smelt weapons" option in the smelter to a "smelt broken weapons option", or you could keep both.

GhostPower


Maybe if when a person dies with a weapon, the weapon turns into a "broken weapon" item of some sort. Then you could change the "smelt weapons" option in the smelter to a "smelt broken weapons option", or you could keep both
[/quote]

Or perhaps an option to repair said broken weapon at the cost of components.
Run away from the cats!

Fafn1r

Quote from: Tynan on June 02, 2016, 11:56:10 PM
This is already a problem with guns.

Yay! It's time to add ammo system! ;)

Kegereneku

If the problem is the balance... may I suggest that Bionic be nerfed down ? (debuff during solar-flare, can break-down...etc) until it become a CHOICE rather than an upgrade ?

Quote from: Nimander on June 06, 2016, 03:44:32 AM
Yay! It's time to add ammo system! ;)

Only if it can be macro-managed without hijacking the other aspects.
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JimmyAgnt007

Quote from: Kegereneku on June 06, 2016, 01:07:00 PM
If the problem is the balance... may I suggest that Bionic be nerfed down ? (debuff during solar-flare, can break-down...etc) until it become a CHOICE rather than an upgrade ?

The solar flair thing is a good idea, but rather than breakdowns it can degrade its effectiveness over time unless maintained with a bit of plasteel.