Well, it was worth a shot, hehe, I guess it's hard to give feedback on something this complex.
Back to the drawing board!
Thanks Mandle for your reply
Back to the drawing board!
Thanks Mandle for your reply

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Show posts MenuQuoteWhat I can't come up with is a good system of implementing these powers. One way to add another dimension is this (also from the GDD):
Extra vision: This is a powerful tool that allows the agent to see in darkness, and furthermore it highlights bodily fluids and other organic residues, effectively combining night vision and blacklight. It is the augmentation of choice during technical forensic investigations.
IQ-boost: Activating this will temporarily increase the agent's intelligence. This does not make the agent more learned, but in dialogues it may enable her to point out contradictions in others' arguments. Chiefly, the agent will use it to solve discrete logical problems, math, ciphers etc. It can not help the player to understand the overall plot.
Healing: This releases anti-toxins and/or antibodies into the agent's bloodstream. It can also discharge nanoparticles to wounded areas to speed up coagulation and prevent scepsis. It cannot heal serious trauma, hydrostatic shock, excessive bleeding or other injuries that would typically kill a person instantly or within seconds.
Muscle boost: This implant increases muscle effect very briefly. It gives the agent the explosive strength of a bodybuilder, and the speed and dexterity of a professional athlete.
Lie detection: Activating this while talking to people will make a sincerity-meter appear as a GUI. When people tell lies, the sensor will react. Only explicit lying can be registered - not whether people withhold the truth, or hide their hostility towards the agent.
Persuasion: This is a weak power that may influence others' attitude and disposition toward the agent, via subtle discharges of hormones and electroencephalic signals. If nothing major is at stake, the target is more likely to agree with the agent, and will cooperate more easily. It is comparable to being persuaded by a close friend or relative, or someone you're strongly attracted to, as opposed to just a random stranger.
Quote
A number of cybernetic augmentations, or implants, are available to Vera, to assist her in her work. The implants are grouped into three different “buildsâ€. Depending on how much Vera uses implants within a specific build, they will gradually affect Vera's mood and behaviour. In some dialogues, certain options may appear or disappear depending on how far Vera has progressed in a specific personality alteration.
Analytical
Extra vision
IQ-boost
Introverted, antisocial
bodily/corporeal
Healing
Muscle boost
Authoritarian, self confident
empathetic
Lie-detector
Persuasion
social, sensitive
The personality alterations are mild, and in-game mostly noticeable during dialogues, in which options may appear/disappear depending on Vera's current build. They're an unintended side effect of hormonal and synaptic redistributions in Vera's brain, comparable to the effects of modern hormone-adjusting medications, or a woman's menstruation.
If Vera constantly changes between implants of different builds, the alterations will cancel themselves out, and she will not experience any effects.
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