- Proposal
- More Machine Than Man
A Cybernetics Proposal
Lately I have been on a binge of ideas and one of them that always floated around was the ability for Droid Engineers to "Deconstruct" cybernetics and re-craft them for player use. This would allow the Droid Engineer to do things like give them sockets, improve their armor, and also even craft their own.
There are several unused appearances in the game, and the games shading files already allow each of the cybernetics to fully be colorable, and they even have .pal files attached to them. Here is a list of all available cybernetics in the game currently by pictures, which I placed below.
One thing I wanted to suggest as well, is adding new options and adding new sub-stats to the pieces.
Each crafted cybernetic would have the following sub-stats at least.
- -X Force Power Regeneration
- -X00 Force Power Max
Proposal Examples for current Cybernetics.
Cybernetic Burst Run Legs
Passive: 10% Movement Speed.
Active: Cybernetic Burst Run
Substats:
- -6 Force Power Regeneration
- -600 Force Power Max
- +20 Terrain Negotiation
Droid Engineer Options
Optional: Remove Active Skill to gain "+1 Socket [Armor]"
Experimentation: "+X% Movement Speed"
Experimentation: "+Force Regeneration Penalty Reduction (Minimum 2)"
Experimentation: "+Force Power Penalty Reduction (Minimum 200)"
Cybernetic Range Left Arm
Passive: +5 Range Weapon Range
Active: Sure Shot
Substats:
- -4 Force Power Regeneration
- -400 Force Power Max
Droid Engineer Options
Optional: Remove Active Skill to gain "+1 Socket [Armor]"
Experimentation: "+X Weapon Range"
Experimentation: "+Force Regeneration Penalty Reduction (Minimum 1)"
Experimentation: "+Force Power Penalty Reduction (Minimum 100)"
Cybernetic Throwing Right Arm
Passive: +5% BURN DOT DAMAGE
Active: Advanced Fire Protection (Same as Miner's Necklace)
Substats:
- -4 Force Power Regeneration
- -400 Force Power Max
- +25 Medical Warfare Efficiency
- +25 Thrown Weapon Accuracy
Droid Engineer Options
Optional: Remove Active Skill to gain "+1 Socket [Armor]"
Experimentation: "+X% BURN DOT DAMAGE"
Experimentation: "+Force Regeneration Penalty Reduction (Minimum 1)"
Experimentation: "+Force Power Penalty Reduction (Minimum 100)"
Cybernetic Strength Left Arm
Passive: +1 Melee Weapon Range (Affects Lightsabers)
Active: Cyborg Strength Buff
Substats:
- -4 Force Power Regeneration
- -400 Force Power Max
- +25 General Melee Weapon Accuracy
- +25 General Lightsaber Accuracy
Droid Engineer Options
Optional: Remove Active Skill to gain "+1 Socket [Armor]"
Experimentation: "+X% Melee/Lightsaber Weapon Damage"
Experimentation: "+Force Regeneration Penalty Reduction (Minimum 1)"
Experimentation: "+Force Power Penalty Reduction (Minimum 100)"
Another proposal I had was making an alternative version of each species which was fully cybernetic, sort of like the Cyborg race in SWTOR. I would ask the devs for species templates and take on the brunt of the work for this if It was approved.
One last idea I had was to add cybernetic respirators like Darth Malak and Darth Malgus had, of course these would be tied to the head and give benefits like poison absorb, but if you wanted my opinion on it...
Cybernetic Respirator
Passive: 10% DOT DAMAGE REDUCTION
Active: Advanced Protection (Same Buff as Mustafarian Injector; No Stack)
Substats:
- -1 Force Power Regeneration
- -100 Force Power Max
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- Justification
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I have always thought that the cybernetic options were tied too closely to NPCs and while cool it seemed like they were always an afterthought, not really made for the game and added in more to attract new players. If I recall it was even advertised on the Kashyyyk Expansion box, and it certainly made me want to buy it back then too.
A lot of the options and substats are not only wrong, they dont' really fit starwars or the lore very well.
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- Motivation
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I really love cybernetics and cyberpunk.
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