This is good update.
|-||Ryuzaki4Days||22s||Within another moment don't went Alice after it...|
|j||Johnny||10h||New Code Written Nightly. Not a GM.|
|-||ragingcunt||2m||that's not very cyperpunk of you|
|And 19 more hiding and/or disguised|
A method for actually learning the system without breaking the bank also makes sense to me, as a game mechanic.
What if there were more durable, stationary machines or systems installed in car shops that have all the necessary tools/programs loaded into them that would allow you to practice hotwiring without a kit? You would have to be authed on it, of course. Otherwise people could just walk in and start boosting all the cars in Kro's.
The existence of this system would provide no financial gain to those who had access to it/owned it, as if the vehicle is already in the shop it's as good as stolen anyway. So it would literally only serve the purpose of allowing players to gain some entry level knowledge on the mechanics of the system without the investment/risk.
Is that a reasonable concession in your eyes, Hek?
A similar thought came to mind when I was writing my original post but I forgot to include it.
I think that is a great compromise. Thanks for bringing it up.
Maybe if the harnesses are used with the training machine they won't be consumed.
Another mechanic that would be awesome is if characters could craft their own kits. Materials could be salvaged from junkyards and then assembled with a system similar to tailoring. To keep it simple salvaged materials could be graded like cloth. Maybe one grade for bikes, another for cars, another for aeros.
I really think a vehicle shouldn't over heat unless you REALLY push it, the radiator is damaged and/or, it's just a really hot day. Or, perhaps if you've really amped up your vehicle with some proper high-end parts, you should need to upgrade your radiator in the same way to handle the new high-performance parts. I am not even sure if the ambient temperature in the dome effects the heat on vehicles, would be cool to know at least.
But yes, bikes should get temperature reading as well if they do not, frankly, every vehicle should.
(Edited by Slither at 8:08 am on 11/23/2020)
(Edited by Slither at 7:05 pm on 11/25/2020)
First vehicle change that has me really worried. I think vehicles are already bad enough in regards to how hard they are to mess with and now the people sitting in these mobile bunkers can mess with the outside world. I hope that countermeasures have been put in place though I can't seem to find any listed.
It's proven far more interesting than I expected and I am usually against fluffy stuff in the game. I am curious to see what all these things can do. Though I do hope I will discover ways to 'roughhouse' and 'murder' critters as I explore it IC. And that maybe there will be more personalities than 'adorable'.
What can I say, nothing better than Tamagotchi GTA edition. :P
Thanks! I've always felt that awareness of who's using a certain key is good IC info. I know it's a small thing and possibly has to do with the code of the command itself but should this be an IC sic command? Rather than this being a client-side command would it be unreasonable to have the command in the same vein as 'ci chat'? That way a character learning about the ability to see the encrypted sic chatter is all ic?
If it was an IC command providing a filter via the SIC, then the chip would be blocking you from getting the message at all because you don't have the key.
We're avoiding IC consequences of it being in the chip this way.
Of course it could be because I was not apart of the Pokémon go or tomogatchi fads.
The hulk and junkyard code is very very cool, but will struggle with competing with the secondhand vehicle market. It is a lot of work and specialized skill for not a whole lot of profit if selling at current used bike rates, especially when spreading the wealth around to runners and informants.
If vehicles are abundant then the sales price of them goes down, but there is more maintenance work available. If the number of active vehicles decreases for whatever reason, the amount of maintenance work available also decreases but the profit of selling re-built vehicles would increase since there would be fewer vehicles being sold second-hand as well.
There's a lot more legwork involved in the rebuilding, but to me it seems like an avenue for auto techs to create their own client service base rather than being a profit generator itself.
Thanks for all the feedback on these new features!
1. Sometimes, corporations ICly have major releases (like Critterdexes, for example) that are the work of staff implementing new features, but are ICly fluffed as being corporate achievements. It seems to me that we face a situation where these either need to go unreflected in stock prices whatsoever if stock price is meant to be a player-driven feature, or they are reflected in the prices, making them more reflective of actual IC happenings, but heavily muddled the waters in terms of players competing for rewards from stocks based on what corporation benefitted from the staff's feature release.
2. Owning shares, or being a member of a corporation capable of reaping benefits from its share price increasing immediately casts an extremely wide (far wider than before) net of conflict of interest, wherein any staff member with a corporate alt is almost immediately entangled with conflicting interests when participating in any plot that either harms their alt's corps stock or boosts their rivals in the competition, and I am curious if there is any addition or explanation for how this interacts with standing admin rules.