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Thread: (IDEA) Brain Amplifiers...Neuro Bands?
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Herbsman
Wed Jun 30, 2004 7:03 pm
#14
You could add a bunch of cybernetic stuff, maybe give them each a point value and make it so that each character can only have a set number of points worth of cybernetics in them. Also, I think you should lose these when you clone. That way BE's get a steady influx of cash, they wouldn't be too expensive and not everyone would wanna have them. They shouldn't be uber either, just a slight boost to various things.
AraDanBynobi
Wed Jun 30, 2004 9:20 pm
#15
I think the implant idea is cool. It was for KOTOR. It would be a great way of having 'sockets' for things in your body. I say a droid engineer builds the final piece, but youshould get certain components from other crafters. HAM increases from Medical Profession, Skill mods from both loot drops andcrafters. Stim release implants, Knowledge implants (increasing your skill points by 10 etc?)
Basically I think you should have one slot, but you can swap it out by going to a Doctor or ID (and only by another player). The best implants will be multi socket, and pretty rare if onlydue to cost. The general everyday ones would only have one socket, and nearly everyone would have one. There should beadvantages and disadvantagesto having an implant. Advantages are obvious, but what would be a fair disadvantage,which would make the idea of an implant cool, yet a tough choice?The disadvantage of a neural band type mod is obvious, no helmet wearing. But for an implant that goes inside you, there should be things like increased BF andmind wounds incurred when in use?
Thinks implants and Neural Bands are avery cool idea...
Ara-Dan
Ewoksean
Tue Jul 06, 2004 8:51 pm
#16
AraDanBynobi wrote:
I think the implant idea is cool. It was for KOTOR. It would be a great way of having 'sockets' for things in your body. I say a droid engineer builds the final piece, but youshould get certain components from other crafters. HAM increases from Medical Profession, Skill mods from both loot drops andcrafters. Stim release implants, Knowledge implants (increasing your skill points by 10 etc?)
Basically I think you should have one slot, but you can swap it out by going to a Doctor or ID (and only by another player). The best implants will be multi socket, and pretty rare if onlydue to cost. The general everyday ones would only have one socket, and nearly everyone would have one. There should beadvantages and disadvantagesto having an implant. Advantages are obvious, but what would be a fair disadvantage,which would make the idea of an implant cool, yet a tough choice?The disadvantage of a neural band type mod is obvious, no helmet wearing. But for an implant that goes inside you, there should be things like increased BF andmind wounds incurred when in use?
Thinks implants and Neural Bands are avery cool idea...
Ara-Dan
Implants snicker snicker...
I wonder if the devs actually read the JTL fourm.
Ewoksean
Sun Dec 12, 2004 2:11 pm
#17
yes good idea!
Ewoksean wrote:
Remember back in the days of Episode 5....When we first saw LoBot on Cloud City (Lando's cyborg servent) And remember his head band? Why dont we have them in SWG, they are a HUGE part of star wars, same thing with Brain Amplifiers (You buy them and have a BE implant them into your head for a boost in something like HAM permantly untill you take it out.) And the Neuro Bands are another huge thing in SWG its the same thing, just arent implanted. Those items were used in Kotor, and I think they should be introduced in JTL.....just an idea...
Message Edited by Ewoksean on 06-28-2004 11:03 PM
PetaByte32
Sun Dec 26, 2004 3:10 pm
#19
Shouldnt have IDs install them though since IDs are like cops. Never one around when you need one.
PB32
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