Devorius wrote:I think damage should be divided evenly, as in:
Actor:
(3 Tech Units + 2 Bio Units = 5 Total Units)
EMP Blast with an effective damage rating of 50 Electro Magnetic damage:
50 EM Dmg / 5 Total Units = 10 EM Dmg per Unit
10 EM Dmg vs Tech Unit 1 (no EMP shielding) | 5% Chance to Stun  (vs Tech) + 10 Dmg Applied
10 EM Dmg vs Tech Unit 2 (EM Dampener [10% Res EM]) | 4.5% Chance to Stun (vs tech) + 9 Dmg Applied
10 EM Dmg vs Tech Unit 3 (Curse of Bad Wiring [EM dmg x 1.5]) | 7.5% Chance to Stun (vs Tech) + 15 Dmg Applied
10 EM Dmg vs Bio Unit 1 (Bio Intrinsic Res EM 80%) | (No Stun vs Bio) 2 Dmg Applied
10 EM Dmg vs Bio Unit 2 (Bio Intrinsic Res EM 80% // Reflex Boost Implant -20% Res EM) | 3% Chance Disable Implant + 6 Dmg Applied
So, in the end, the player would take 42 HP worth of damage, have a 15.2% chance to be stunned, and a 3% chance to have the implant disabled?  That's roughly in line with how I imagined damage to work, though I represented it as the damage per unit (10 in this case) instead of the theoretical total damage.  The advantage of this system is that the character sheet could show resistances right away, in this case 16% EM resistance.
yufra wrote:I'm fine chipping in with the programming, particularly since I don't have a learning curve.  I put my name under the "Teams - Programmer" column and added a few notes to the Google doc.  The resources that made sense to me are:
-  Life/HP
-  Homeostasis, the measure of genetic stability.  I imagine it on a scale from 1 to 100, with 100-H being the percent chance a random (negative?) mutation occurs.
-  Integrity/Coherence, the measure of connection between body and robotic implants.  Again I imagine 100-C is the percent chance of a part failing (temporarily, maybe permanently).
-  Bioenergy/BTUs, the amount of energy available through biochemical or other energy available to power talents.
 
It looks like the life/robotic strength/genetic strength setup for health would work well in one form or another.  I could get behind the idea of all abilities being powered by BTU's instead of consumables.  
yufra wrote:Adding genetic modifications would reduce both homeostasis and integrity/coherence, but the later by more. Robotic implants would do the opposite. This would give incentive to specialize in one. It looks like bricks took the inverse approach, have a resource that scales from 1 (good) to whatever (bad). I prefer mine a bit since the bar will scale like the HP/health.
Are you suggesting a variable number of modifications allowed?  Also, would homeostasis and integrity be consumed by abilities, or just by damage?  The problem that I have with emphasizing all-robot and all-mutant builds is that it could become quite difficult to adapt to a situation that the opposite of your specialization is better suited to.  It's not a huge issue, and, on the plus side, it forces the player to make a stronger decision.
yufra wrote:I was actually considering ripping off DG's inventory paper doll to do something like Lukep's suggesion on body slots for modifications, so that definitely gets a +1 from me. It wasn't until I was reading lukep's description of items that I realized I was actually intending on having NO items (gasp!). I'll think about that more...
If BTU's are used, then it could work to completely remove items, and have weapons integrated into the arms.  The downside of this is that the player would have much less versatility, having a maximum of two different weapons as opposed to the half dozen or so (including single use ones) that could fit in a large inventory.  
I came up with some revisions to by body part idea which would allow more unique player characters.  In this system, everything would be attached to a main chest piece that determined all other body part slots.  For example, a character might look like this:
Body Part (Chest): Steel Plated Chest (tech)
Mass: 75kg
Part Slots: 1x head, 2x arm (1 unmodified, 1 with -30% strength and agility), 1x pair legs/mobility, 3x organs/systems
Inventory: 30 kg (double base time to access)
Bonuses: +1000 armour, +50 HP
Body Part (Chest->Head): Cyclops (bio)
Mass: 5kg
Part Slots: 1x eye, 2x ears (+50% effect if a pair), 1x organ (+100% to mental bonuses)
Bonuses: none
Body Part (Chest->Head->eye): Cat's Eye (bio)
Mass: 0.01kg
Part Slots: none
Stats: 70 precision, 200' range, infravision
Body Part (Chest->Head->ear): bat ear (bio)
Mass: 0.01kg
Part Slots: none
Stats: 10 precision, detects enemies to 70', terrain to 20'
Modifiers:+50% effectiveness (paired ears)
Body Part (Chest->Head->ear): bat ear (bio)
Mass: 0.01kg
Part Slots: none
Stats: 10 precision, detects enemies to 70', terrain to 20'
Modifiers:+50% effectiveness (paired ears)
Body Part (Chest->Head->organ): Positronic Processor (tech)
Mass: 1.5kg
Part Slots: none
Bonuses: +20 to analysis, +15 to targeting
Modifiers:+100% mental bonuses
Body Part (Chest->arm): Hydraulic Grasper (tech)
Mass: 10kg
Part Slots: 1x augmentation
Stats: requires weapon, 20 strength, 5 speed, 80 precision
Body Part (Chest->arm->augmentation): Velocitizer (tech)
Mass: 0.01kg
Part Slots: none
Bonuses: +10 speed (to attached part)
...and the rest of the pieces as well.  I like this type of modular building better than a straight slot system, though it may be more complex than we are aiming for.