yufra wrote:I like lukep's idea about letting the player move in either the robotic or genetic directions, and the balance between synergy and vulnerability. I would prefer avoiding the emphasis on numbers for the various schematics, though. I think it would be great to have a module where the emphasis is not on "upgrading" (+2 replaces +1) so much as it is on "customizing" the player. Do others like this idea as well? I don't know what the implications of such an emphasis would be, so feel free to bring up any qualms/questions.
That's what I was going for, it wasn't as clear as I could have made it. That being said, I don't think that all parts/genes need to be useful throughout the entire game. I'm fine with having an Arm of Bashing (+7) be better in every way than an Arm of Bashing (+6), as long as it involves tradeoffs with an Arm of Slicing (+1).
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Just thought of one way to do the gene/robot tradeoff (though, on quick second thought, it may be a bit too complex). Have the player have two secondary health bars, tentatively called "blood" (for organic parts), and "power" (for mechanical parts). Some attacks damage blood or power in addition/instead of health, with the damage multiplied by the number of organic or mechanical parts present.When one of the bars is emptied, you lose the use of the corresponding part of your powers. It should be difficult but not impossible to improve the amount of power or blood that a character has, to promote diverse builds.
Examples: (The same could be done for blood damage with toxins, diseases etc...)
The player has Motion Scan Camera "eyes", and no other mechanical devices. He is hit by a 40 power Super-EMP cannon, taking 40 power damage (1 parts * 40 damage each) out of his 100 power. He is now at 60/100 power, and can still function normally.
The player has Motion Scan Camera "eyes", a Liquid Metal arm, and a Positronic Mental Augmentation. He is hit by a 40 power Super-EMP cannon, taking 120 power damage (3 parts * 40 damage each) out of his 100 power. He is now at 0/100 power, and is blind, unable to use one arm, and loses the mental buff until his power regenerates to 1/100 in 5(?) turns without taking power damage. He can still move normally, use his other arm, and anything else that uses organic parts.
The player has Motion Scan Camera "eyes", omnidirectional microphone "ears", a Liquid Metal arm, a Hydraulic arm, a Positronic Mental Augmentation, a Shielded Capacitor "chest", and light tank tread "feet". He is hit by a 40 power Super-EMP cannon, taking 280 power damage (7 parts * 40 damage each) out of his 150 (including the bonus 50 from the chest) power. He is now at 0/150 power, and is blind, deaf, unable to use either arm, loses the mental buff, and cannot move until his power regenerates to 1/150 in 3 (faster because of chest) turns without taking power damage. Alternatively, he could drain a capacitor in his chest piece, restoring 20 power instantly, but debuffing him until it recharges fully in 20 turns. Until he regains power, he is very vulnerable, having almost no abilities.
Note that running out of both blood and power would be a very strong debuff, but I do not imagine it to be fatal. There could also be ways to regenerate them through item, body part, equipment (if included) or talent (also, if included) use.