Cataclysm-dda: Bionic monster skill point cost is too high

Created on 3 Aug 2018  路  2Comments  路  Source: CleverRaven/Cataclysm-DDA

Game version: 7644

Operating system: Win10

Tiles or curses: Tiles

Mods active:
"dda",
"BIGRIVER",
"ENTERTAINMENTBUILD",
"Experimental-Z-Level",
"Medieval_Stuff",
"More_Survival_Tools",
"SEEDYSPOT",
"blazemod",
"Tanks",
"WHALEYCASSETTE",
"bio_mod",
"boats",
"deoxymod",
"filthy_morale",
"hacktheplanet",
"makeshift",
"more_buildings",
"more_locations",
"mutant_npcs",
"no_npc_food",
"novitamins",
"npc_traits",
"a_mutated_arsenal",
"No_Fungi",
"StatsThroughSkills"

Expected behavior

Using the High Tech, Low Life Scenario.
Bionic monster shouldn't cost 2 points for the pleasure of having the longest list of faulty bionics. Cyber Junkie costs 0 points and Failed Cyborg earns 2 points. I checked this on a vanilla world as well and the costs remain the same.

Actual behavior

Bionic Monster could have 0 cost or perhaps earn 2-4 to keep it inline with other bionic challenge professions.

Steps to reproduce the behavior

Begin character creation and choose High Tech, Low Life scenario to access professions list. Compare the starts.

<Suggestion / Discussion> Bionics Balance Good First Issue Scenarios

Most helpful comment

There was some discussion on this on the discord earlier, and one alternate option which gained a lot of approval is simply removing the leaky bionic from the class. The leaky bionic tanks the BC's hidden health stat over time, and is extremely difficult to counteract through simple healthy living. This means a BCs health regen will eventually fail to compensate for the constant damage accrued by the discharge bionics, requiring constant bandaging to stay alive, which is almost always unsustainable.

Removing the leaky bionic removes what is close to being a soft timer for the cyborg's lifetime. This makes non-lab/HTLL broken cyborg starts a lot more viable, as it gives you the time you need to skill up, locate an autodoc and address your condition. It preserves the vast majority of the classes flavor, while still easily remaining the hardest profession to survive through to midgame with.

All 2 comments

Bionic Monster starts with 11 combined skill points, of which 3 are in dodging. It also starts with 6 functioning bionics. If anything, the profession should cost more than 2 points.

edit: With how much of a pain bionics are to remove now, I think 2 is fair. You start with some significant advantages, but you do effectively start out with a debt in anesthetic kits.

There was some discussion on this on the discord earlier, and one alternate option which gained a lot of approval is simply removing the leaky bionic from the class. The leaky bionic tanks the BC's hidden health stat over time, and is extremely difficult to counteract through simple healthy living. This means a BCs health regen will eventually fail to compensate for the constant damage accrued by the discharge bionics, requiring constant bandaging to stay alive, which is almost always unsustainable.

Removing the leaky bionic removes what is close to being a soft timer for the cyborg's lifetime. This makes non-lab/HTLL broken cyborg starts a lot more viable, as it gives you the time you need to skill up, locate an autodoc and address your condition. It preserves the vast majority of the classes flavor, while still easily remaining the hardest profession to survive through to midgame with.

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