I said I wasn't going to do this yet, but I find myself with nothing else I currently want to play as tonight seems to be a night for server maintenance on multiple games I could be playing, so I am going to make a short version of what could be a very long essay.
This decision to just make vaccines not survive cloning is not a fix to a problem as claimed but rather a new problem that needs fixing. It is unfair to any character that wants to remain vaccinated and gets vatted. It is not a cheap problem but to anyone not playing the 'solo', 'merc', 'ganger', 'criminal mastermind', 'corporate espionage', 'fence/fixer' or any other version of character that is high stakes, high gains is a major expense if they actually wake up in the vat. On par with the complications and expenses of replacing good gear or chrome and it's just piled on top of the other set backs that already exist. It WILL lead to more people just boothing or jumping after getting vatted, guaranteed. It is also contrary to the claim that the MOO is attempting to make the pain of vatting less because to those that care, this re-ups the cost to more than it was before the supposed lessening of the burden.
As far as argument for it and dismissals (which I would like to term many as gaslighting) that have been expressed to defend the decision, I am going to address a few. 'It's a setting of haves and have nots' is bull as not being able to afford it is a have not, not making them harder to maintain or short supply as the whole cyberpunk genre is not supposed to be one of shortages but of expensive abundance where anyone that has the money to fork out can buy pretty much anything they want and where it's the greed of the haves that limit the funds of the have nots. 'It will add to RP' I have already addressed about how it's not the case for doctors in another post and as for it giving fixers more to do, I don't see Fixers having any shortage of things to do in the game and most people that want to play the vaccinations game are not going to be going to fixers to get injections but to doctors which in turn are mostly going to take the times of GMs to deal with. 'They are not that expensive' has been invalidated as an argument by more than just myself as they are NOT cheap. I don't even want to go into addressing the post I saw about how one shouldn't plan for problems when making game decisions as failure to have the foresight to see an weigh problems caused by changing is how economies and bridges collapse and it's also how entire game IPs die overnight and companies go bankrupt in the process.
Now in doing this, there is a whole new imbalance to the economy and availability of vaccines which should be a dime a dozen in a technologically advanced world like one in the cyberpunk genre, and it shouldn't be something that will be fixed later, but something that should be adjusted when the change is made, unless an entire plot is planned around it from the start to roll out the changes slowly. This is not the type of change that should just be thrust on the MOO without any news, announcement, planning, plot, etc. This is something that Genetek should have released statements about, justifying why they are being made, maybe pointing a finger at some other company about threats involved in causing it and is not the type of whole lore and precedent shattering changes should just be thrust upon the setting. So much for anyone that has been quite vocal or leaned heavily on their being clean. Woe is to the WCS-Sanitation workers that are regularly ending up in the Vat or the topside Joy that has to remain clean for their job, not that there seem to be any in the current game as staff seem to have some massive hangup about currently allowing licensed joys that aren't in house corporate joys. That is a completely different matter, though.
Now, as far as this being an introduction of new problems, the major points have already been stated: Limited availability, high cost, burden on GMs, additional problems for any character that wants to stay vaccinated that ends up in a Vat, and far from least, that it just turns the already established norms in the game on it's head with no explanation of how or why. This should have been dealt with much smarter and not so lazy. I have already thought of a dozen different ways it could have been done better and could definitely come up with more, and this is in addition to the just do it this way but make it a plot driven situation, or to at least have adjusted economy and availability and inserted automated NPCs that can give vaccinations at the same time. I will just address two now to keep this shorter than the long ass essay I could make this.
First I'll go easy method. Rather than just have them fail completely in a vat, give vaccinations a counter of how many clones they will survive before they fail. It could be different from one vaccination to another or even have a random element, like a vaccination to pussy-foot syndrome has a vatting survival of 5 + 1d6 clones before it is gone and that number can be completely hidden. Heck, you could hide the @stats report of how many inoculations someone has and make it a requirement that characters undergo blood testing to occasionally check what they are still inoculated to.
Second, I'll give the smart, realistic, and subtle way to do it, that it could be slipped in without anyone just suddenly noticing that things have been radically changed and that could be slid right into the disease lore already in the game without anymore than a subtle nudge to change it. You start by taking each vaccination type and treating them with separate stats for the effects I am going to explain here. Each should have an effectiveness score or how effective a dose of it is. This can be a set number or a variable range or say 80% or 60 + 5d10% and maybe a separate value for how much can be added by additional doses if one if already above a set effectiveness floor. For example, the original dose may be 60% effective and if one still have an effectiveness of over 20%, additional doses add 40%, or maybe have additional doses add 60% minus 1/2 of the current effectiveness score. In the case of effectiveness levels over 100%, that should be considered a durable vaccination and not necessarily an always effective one as diseases could be given a minimum chance of infection regardless of how high the vaccination level is. Now as far as keeping them from being permanent, each vaccine type could have a loss of a set effectiveness % each time a person is cloned as well as a degradation over time. A sample may be said Vaccination for pussy-foot syndrome mentioned above having dosage effectiveness of 75% - (current effectiveness/3) with a degradation of 3% per month and 10% per vatting. One could make it detectable with blood tests what the current effectiveness level is as either a detailed score or a broader (none, negligible, weak, moderate, strong, solid) set of ranges, or one could also make the actual strength and degradation values known in game as medical statistics with a flat detected/undetected vaccination level to make it more like modern medicine where there are just time frames or vat counts where getting boosters is recommended. In addition to the vaccination scores in this system of dealing with it, one should also have the effective vaccination value of actually having caught and survived a given disease which in the case of some diseases may be a higher value than getting vaccinated and others lower or nothing at all. I'll note that it is completely rational to have some vaccination, especially ones to viruses be a lifetime thing where they never degrade, even with vatting, though there could also be ones that never degrade with time but do with vatting. If one wanted to get really clever, there could be diseases that one can only catch if they are already immune or have a set immunity level to another disease unless you get another vaccination for the new disease. A real world example of this would be chicken pox and shingles. Finally, just to make this run smoothly and not have it abuseable or absurd in the outcomes that can accidentally be caused with exposure to diseases, one also have an exposure timestamp of last exposure to a disease or vaccine and have a minimum period be another exposure or vaccination can have an effect, like 2 week minimum between boosters for a vaccination of immunity boosts caused by having a disease.
Either of these alternate ways to deal with it wouldn't bother me. Adjusting the economy and just putting in new fixes (like immediately) to fix the added problems would still bother me but not enough to cause the bleed this is causing now, but as it has currently been done with a flat change like this and no adjustments to the game to deal with the changes is really too much for me. My ability to RP is on hold and my time before I bleed out and quit is limited and if I quit, I am not the type to take a breather and come back later. I will be gone forever as I hold grudges. I don't live be the adage of 'Once Burned, Twice Shy' as I don't tend to give second chances. This kind of callous disregard for the effects this has on all the aspects of the game it affects as well as the characters in it is just not the type of thing I would give a second chance.
(Edited by wh1ppet at 4:56 am on 2/19/2026)