"Cyberpunk" Implants and Gradual Mental Illnesses & treatments

Started by creepyguyinblack, December 12, 2016, 06:50:15 PM

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creepyguyinblack

I just had a few ideas come together after reading some of the other recent suggestions.
First, pretty much all of the current bionics, besides the scyther and power claw, are just replacements for missing or perfectly good limbs or organs, and at best, work slightly better, but as far as I know, don't take additional damage or have their own integrated armor.
What I'd like to see, probably with a research project or three needed, is obvious cybernetic enhancements in a variety of aspects. Obviously there could be some combat focus mods:
- Step-wise levels of nervous system enhancement to increase attack speed and cooldown, movement, possibly even decrease opponents accuracy by dodging/blocking.
- Dermal armor & hardened limbs and organs, replace that synth skin with a layer of liquid titanium, and while you're at it, make those bones and organs have the equivalent of kevlar around them.
- Nanite Auto-Doc, probably be at the top of research, and limited uses/needs recharging, but could stop bleeding without treatment, maybe even perform simple mending too, along with eliminating or drastically reducing other infectious diseases, other sudden ailments too.
- Integrated/retractable weapons, ranged and melee, would likely need some good coding, but basically have a backup vicro knife inside your arm or leg, or be robocop wit a gun in your leg.
Hacking type implants:
- Cyberjack, and possibly an equipped or additional implanted computer, would allow the cyberpunk hacker to tinker with, divert, or shut down electrical grids, If greater faction/colony interaction happens eventually, maybe even steal technology, or other useful/valuable data. Other possibilities would be too disable or remotely control turrets, drones, other robot/mechanical things (mechanites may be too difficult or risky, or else those wars would have been no big thing)
- Aesthetic Implants, such as fiberwire hair, glowing neon tattoos, whatever makes the pawn look and feel cool, with it giving the pawn a positive mood buff and a bonus reaction from fellow pawns, perhaps doubled or somewhat increased from prosthophiles, negative from prosthophobes

My second thought to suggest, is besides the current mental breaks that happen randomly when a pawns mood hits certain threshholds, some specific actions should gradually add severity to several new hediffs, that remain hidden until a certain point that this mental illness is obvious, but to hold these states at bay,colonists can spend time meditating, simila r to bedrest for the mind, and likewise, go into therapy with another colonist who has a high social & medical skills, treating them over the course of several days, or the easy way out, take a drug for what bothers their psyche.
Possible conditions and the triggers for them:
- Combat Psychosis, spurred by constant fighting off enemy and mechanite raids, long days of stress and little rest, especially though, what made me think of this originally, is what if Go-Juice caused something like what happens when a Luciferium adict cant get their fix, but the go juice user knows they're going down this path, but doesnt care/needs to be in top shape for whats coming? So maybe every dose of Go-Juice adds another .02 severity to Combat-Psychosis, and after reaching .4 or so, signs of irritiablity start to show, increased social fights, at higher stages, increasing chance of adding traits bloodlust and/or Psychotic to the pawn, with it ending at 1.00 severity in permanent Berzerk state.
- Cykotek, or what cyborgs develop as they lose their humanity gradually with each implant or prosthetic installed, with some similarity to the combat one, but more decreasing social skill, adding traits of desenstized, but possibly psychotic. At higher stages, a chance of any injury to a natural limb, especially severe damage, of finishing the job and severing it themselves in order to get a bionic replacement. Might need to have a check that such is researched and/or available immediately. Should your doctor get this far, they might even start to apply this logic to patients!
I could think of more given time, such as a gradual feral one, starting with raw meat, possibly ending in cannibalism...
Thoughts?

Icarus

I like it, would fit Rimworld theme of clashing ye olde with high tech too.

deathstar

I'd love to see not only the hightech-part of the game finally expand (them Glitterworld'lers can't keep everything for themselves, right?), but prosthetics in general. The current health-system is such a robust basis for advanced biological tinkering. I always play with lots of cybernetics/prosthetic mods enabled, it'd be nice to see those implemented into the base game.
The only thing that comes to mind is balance, obviously. It shouldn't be easy to turn your people into cyborgs, nor should it be entirely beneficial. New traits come to mind (Likes enhanced people/dislikes enhanced people) for social interaction (maybe cyborgs will be shunned by the rest of the colony) and, since you mentioned a cyberjack, tampering. Like what if some of the more hightech raiders came with bootleg hacking-tools and tried taking over your most advanced cyber-soldiers? That would make for some serious consideration before deciding to augment all your colonists as soon as you can...