Bio Engineer Archive
Thread: Electronic implants Starwarsy or Startreky?
Now I only recently picked up Knight of the Old republic, a great game set in the Golden ages of the Old republic and on the whole its nice how the game feels so much like StarWars however it's removed from the era we all know from the films and many of the books. One of the things which caught my eye was the fact there's alot of devices which are worn to enhance certain internal working (stats) for your character plus more shockingly there was clear signs of electronic implants which work as special traits for your character. Admittedly it's a minor part of the whole wide range of character tweaking options but on the whole what surprized me is that in general for the SW universe you don't find implants of this nature being mentioned all that much, if at all.
People before now have suggested that implants of this nature would be the next step for bio-engineers and droid engineers, components would be needed from us to allow the droid engineers (or even the artisans) to produce such implants. Until now I've always said that it's simply not in line with what you see in the books and films, the fact is that implants/cybernetics of any nature simply don't appear to considered at all in the SW universe except in a few unique cases.
But what we see with KoTOR is that cybernetic technology is very old, it's not a new thing by standards in the SW universe. This leads me to two conclusions, either the technology has become so commonplace that it is taken for granted in the era we're seeing now or the technology was lost or outlawed somehow. Indeed in the Warren we're seeing experiments in cybertechnology to create superior soliders for the Empire. That was obviously leaning into creating cybernetic bodies with all of the control you get from a droid and all the of perks from an organic mind. So my earlier thoughts that this was emerging technology are clearly flawed since the Warren simply shows a line of research involving cybernetics rather than research into cybernetics as a whole.
However this does raise a question, do we really want cybernetic implants to be part of the game? Is it moving too far from what 'feels' like StarWars and starts feeling more like StarTrek? Clearly there is great potential for such an idea but that doesn't mean it's a good idea.
I'd like tohear peoples thought on this issue please.
As far as the game is concerned, this could tie several classes together to make some interesting additions. A droid engineer to make parts (likely using subcomponents from artisans), a bio-engineer to complete an implant module, and a doctor to install it. Now, what would these do... and what would the penalty be for usage?
Obviously, one would assume this is an expensive technology. Rare resources and the fact it could take three classes to do the work for one part would help keep it fairly uncommon. And I'm sure there would have to be a penalty for use when the implant is active. Like if you get an implant that enhances reflexes or something and gives you +5 ranged defense, it should also give you -5 melee defense or something. Bad example, but there should always be a trade-off. Maybe a downer like spice, the implant gives you the +5 ranged but after 10 minutes your action drops by 200 points for 5 minutes.
I think the idea is Star-warsy, at least as much as the BE profession itself is. Were there people engineering crazed gnorts in the movies? Right now, we only clone and engineer things for animals, and tissue for clothing basically (with the very occasional food suppliment). This would tie us in to the whole "human" (and twi'lek, bothan, etc.) aspect of DNA manipulation and such. After all, we have cloning facilities in SWG, I assume a bio-engineer presses the button to wake you up when you clone. It'd be nice to have some more things to do. I love the new cloning system for creatures, don't get me wrong, but it seems that it's all I do.