Prosthetics

Started by Razzoriel, August 11, 2018, 01:51:21 PM

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Razzoriel

I've never really delved into the world of bionics during my playthroughs, and never really paid attention on how they work. Until Tynan decided to add Archotech parts which are supposed to be megapowerful and even superior to bionics. And I've read this part of the implants: "Even if it is harmed, it repairs itself over time". Then I thought to myself, cool, its an artificial part that does not need tending and can heal!

Well, I was extremely disappointed. Not only that, but the prosthetic parts in the game and how they work were always there and I've missed this crucial thing which I'll explain here. Prosthetics always heal themselves over time. Your peg-legged pawn will have their peg leg damaged, and it will repair itself over time, slowly. I thought this was crazy, and even crazier that this never went through my mind during all this time i've played the game. Now what's even crazier; you need to TEND your prosthetics with MEDICINE to make them repair faster. AND, it is affected even if your pawn is sleeping or not! The only realistic part of this whole system is that these prosthetics do not bleed (which makes total sense).

Seeing how this distortion is so huge, I'll ask this: do you think prosthetics should have different mechanisms on how they are damaged and repaired/healed? It certainly was a huge buzzkiller that archotech implants not only heal themselves like any other implant, but they don't even heal FASTER. I don't want to lay this on the Suggestions part of the forum since it's a big part of the game to make your own Adam Jansen, but I'd say making prosthetics unhealable, but repairable, something that should exist.

Nynzal

Thats a valid point, but the only thing is we can repair as of now are buildings. A colony that can make their own rifles still doesnt know how to repair one. repairing the prosthetics goes into the same direction and in my opinion is a needed addition.
Winter is coming

Koek

Quote from: Nynzal on August 12, 2018, 05:21:14 AM
A colony that can make their own rifles still doesnt know how to repair one.

This had been bugging me too. Tynan please :)

Scavenger

"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth." - Oscar Wilde

Mufflamingo

Well the mending mod solves your rifle repair problem. Seeing it on the vanilla game is something we'll have to wait.
Bleeeee. . . . .

Canute

Ok,
then install a new bionic over the old and you geting a damaged bionic part.
This you can repair at the mending bench.
But then prostetic healing need to be disabled.


zizard

They should explode when destroyed!

Call me Arty

 Your bionic-enhanced soldier is injured in battle. A doctor will work on the fleshy bits, but a craftsman/builder (potentially needing some medical/intellectual skill to boot) to repair the mechanical parts.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

lancar

It'd certainly make a lot more sense if a crafting was needed to repair the broken prosthetics instead of the doctor smearing it with meds.

Preferably a doctor WITH some crafting skill. Some balancing needed here, but in order to keep it simple maybe a crafting skill of 6 as well as some raw materials like steel (because steel makes sense for both peg legs and bionics)

Scavenger

Just throw your pawn in the auto-doc! It will diagnose and fix it all itself!
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth." - Oscar Wilde

mndfreeze

I definitely feel that the different stages of prosthetics should heal themselves at faster rates based on the tier they are.  It also makes sense that you would NOT use medicine to tend "wounds" on them. 

I don't see the need for it to be a crafter doing the work though.  For simplicities sake of the game you could assume the doctors skill also lends him to repairing medical related devices sort of like modern day doctors do with various implants and parts.  In some fields the doctors themselves make the parts being used, or the specialists who are molding them for a patient are also medically trained, etc.

I'd definitely like to see at least some of these changes get put into the base game since there is text to describe it that way, and it logically makes sense from a progression standpoint.

EvadableMoxie

Repairable weapons and clothing kind if breaks the quality system.  Masterwork and legionaries can stay around forever and just accumulate until you have en entire colony decked out in them.

Maybe if things were repairable but quality degraded the more it was repaired, that would work.  I imagine most people wouldn't want that though, because an entire colony decked out in Masterwork gear is what they're going for in the first place.

Razzoriel

Quote from: EvadableMoxie on August 17, 2018, 06:59:51 PM
Repairable weapons and clothing kind if breaks the quality system.  Masterwork and legionaries can stay around forever and just accumulate until you have en entire colony decked out in them.

Maybe if things were repairable but quality degraded the more it was repaired, that would work.  I imagine most people wouldn't want that though, because an entire colony decked out in Masterwork gear is what they're going for in the first place.
I'd support a Diablo-system for repairing; you restore the item's condition to full, but it loses maximum hitpoints, and maybe even becomes more succeptible to further degradation.

But we're talking prosthetics, not items here.