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Implant Ideas for Project Nevada


Gribbleshnibit8

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So, I'm working on a new Extra Options file for Cyberware. I know quite a few people don't use it for one reason or another, but I like it. Features that are being added are:

  • Challenges with rewards such as extra implant slots
  • New MCM options to enable some extended functionality with some BT specific implants (enable VATS effects for them).

 

One of the things I've thought about adding, but have hit a block of sorts, are new implants. The system was designed to be extended, but so far, the only mod that uses that functionality is our own OWB patch. I'd like to change that.

 

So I need input on ideas for new implants that add unique but balanced features. Maybe an electroshock defense for the Courier, anybody who gets in an unarmed hit will be shocked, things like that. Go wild, Fallout is a wacky place sometimes.

 

And if someone suggests something you thought about, go ahead and add your idea. The more thoughts flowing around the more likely we are to come up with something that will work.

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  • 2 weeks later...

Hey, endorsing Project: Nevada cuz I just installed it a week ago, along with some other mods, and loving it so far, particularly the Cyberware Implant Overhauls.

 

If you're looking for new Implant ideas, I have a couple to throw your way:

 

Radionuclear Metabolic Stimulant

(Based on the mutation perk from FO3)

 

"Recent pharmacological studies in radiotherapy have unlocked the secret of Ghoul longevity! With this implant installed, your body metabolizes excess radiation into repairing limb damage, at a rate of 5 rads to every 2 points of limb damage each second. Bear in mind, the implant only goes active when it detects limb damage... too many rads will still kill you!"

 

 

In essence, it serves two functions: lowering Rads, and repairing limbs. With no rads, or no limb damage, both features stop. In all honesty, I'm not entirely sure of the feasibility of this one, or its potential balance issues, as I don't actually know how much 'HP' a limb has. I've poked around in the GECK for a while, but I can't seem to find it; of course, my caffeine-addled ADD brain may just be glossing right past it, too.

 

One suggestion for Balance could be attempted by making a separate implant for each limb, meaning having to forfeit a slot in each implant 'zone' to receive full regenerative effect. Potential upgrades could increase the efficiency of rad-to-damage conversion, e.g. 5-to-3, 5-to-4, and 5-to-5.

 

 

I had another idea to suggest involving 'weaponizing' radiation (similar to Glowing Ones, or the 'Nuclear Anomaly' perk) but I haven't quite thought out how that would work yet... probably similar to the EMP Burst and Hypersonic Burst Implants, but inflicting 'poison' damage (i.e. Rad Poisioning) in addition to the lump-sum damage. Players having higher levels of radiation poisoning would result in more damage.

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Yea ive been thinking of new implants for a long time anyway on PN. I was looking into an idea for an idea similar to Shadowrun, like a street samuria which focuses on improving the body through cyber tech. like smart-link an implant that could reduce the sway of weapons, and lower the str req of wpn, or lower the spread on things like miniguns. Not all of that seems op but just a couple of those features.
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