Neural Implant Modules (idea)

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Fornax
Posts: 29
Joined: Tue Feb 15, 2011 7:47 pm

Neural Implant Modules (idea)

Post by Fornax »

I had this other idea for being able to install neural implants in jocks to boost their skills.

Here is one way I thought it could be done:

Add "NEURAL IMPLANT MODULES" menu item to HQ (between TITAN FACTORY DATABASE and ONLINE BANKING). Clicking on this will bring up a page of available implants to purchase:

01: Pilot Skills Module (+5%) 100000$
02: Combat Skills Module (+5%) 100000$
03: Systems Skills Module (+5%) 100000$
04: Social Skills Module (+5%) 100000$
05: Survival Skills Module (+5%) 100000$

Implants add a bonus to all skills in their category (but not over 100%). The team can own up to 8 implants.

Add "IMPLANT: NONE" field to first jock page. Clicking on NONE will bring up a page of purchased implants to select from and install. It can be assumed that all jocks have an implant receptacle and these implant modules are plug and play. They can be installed or removed instantly. Removed implants return to the team's pool of implants to be sold or used by other jocks.

There currently isn't enough text rows to display the extra IMPLANT field on the first jock page if the jock is playing all three roles of leader/manager/mechanic, but room can be made: don't display the VACATION field unless the jock is on vacation, in which case they won't be leader/manager/mechanic and there will be enough room.

Implants can be removed from dead jocks, but can be destroyed in combat by EM cockpit hits and are always destroyed if the jock's titan explodes.
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