Quoting: Joseph Hewitt
it would be possible to boost key skills to undefeatable levels
Only if equipment designers make bad decisions and make available too many skill boosting pieces of cyberware.
Quoting: Joseph Hewitt
As for stat-enhancing cyberware installed elsewhere in the body, the main reason why it is all stored as a direct subcom of the char gear is to improve the speed of the CStat function and the trauma checker.
Sure. Since skill/stat modifiers don't have any damage points, it doesn't matter where they go. Except that they should be disabled if the module is destroyed. Most would beloing in the head or body, so that's a moot point.
I actually got weapons in cyberware to work by changing FindModule, and allowing it to stop at a GG_Modifier as well as a GG_Module. This is all that's needed to keep InGoodModule happy. It's purpose seems to be to stop things in the general inventory from being used. That function could be re-designed to just check whether the item is an invcom or subcom of the parent, and not make assumptions about what sort of subcoms the parent can have. That would feel less ad-hoc. My changes to support cyberware subcoms look a bit ugly...
Quoting: Joseph Hewitt
A new cyberware type which contains a weapon. When it's installed, the cyberware gear gets thrown away and only the weapon gets implanted. The cyberware gear should contain instructions as to where to implant the weapon (arm, body, head, leg). Only one implantable weapon can be installed in any body part.
That sounds good, but would be hard to implement. What about cyber trauma? Or would there just not be any, because it's not interacting with your nervous system?
Anyway, I have a patch ready that makes the following piece of cyberware work (which is designed for demonstration purposes only. It's not something I particularly want in the game!):
StatModifier 1
Name <Scary Arm laser>
desc <A small laser and other nastiness built into your arm>
CyberSlot <FOREARM>
Type <CHARA CYBER>
Ego 1
Reflexes 1
sub
BeamGun 5
Name <Arm laser>
desc <An implantable laser pistol.>
Mass -4
Type <INTERCEPT>
Range 3
Acc 1
Speed 2
Melee 5
Name <Pincers>
desc <A nasty-looking claw>
Mass -3
SkillModifier 1
Name <Scary part>
SkillModIntimidation
SkillModAmount 2
SkillModifier 1
Name <Defense system>
SkillModDodge
SkillModAmount 2
StatModifier 1
Charm -1
end
I'll send the patch to the mailing list now. I'll upload a savegame with a character in Pirate's Point with some sample cyberware ready for Kira to install. (And plenty of money, so you can implement something and find it at Kira's and buy it.)
EDIT: grrr, found a bug. mecha cyberware (sentinel FCS, androbot self defence matrix) shows up as a legal install destination for other mecha cyberware. That's no good, and I don't know how to make something allowed when it's loaded, but not allowed for engineering, except with some kind of hackish special case.