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Change stat nanos

In one way I love stat nanos as early boost, before you hit the curve as they let players who may are good with making chy a way to use some of it to get ahead UE wise. But fair is fair, in the later time they can just feel like mandatory thing needed to compete as… Yeah, they kinda are in the world of smallest edges, and yet full suite of them is -very- expensive + non removable, so those are always at risk.

So how about changing them to first be removable more cheaply (no reuse but that's fine) but also greatly reduce their effectiveness when you hit the curve, to the point that at some point they grant you no bonus at all. This way they offer still that early game boost, but are not a must for high end competition, opening more space for more personal chrome as added bonus. More common nanosurgeons anyone?!

This could apply only to combat nanos if there is no such competitive edge with the non-combat ones. Whichever makes more sense.

Some nanos are necessary and will likely remain necessary if you wanna do something like wear armor or function under a restrictive disguise without suffering too much of a hit to your stats. They allow you to balance out your build because not everyone is gonna be able to invest a bunch of UE into every stat.

Nanos being changed in the way you suggested would only empower players who min/max their characters because those with more balanced builds tend to have lower stats and more skill investment.

Necro is 100% right. It'd result in empowering min makers (I say this as someone who has tended to min max combat characters). Making antigens cheaper would also lead to people just swapping them in and out per scenario, imo.

I think nanos are generally fine as they are right now except maybe with some adjustments to the niche ones.

I don't know if I totally agree min-maxing is more enabled in either situation as a strict rule, I'm pretty confident in my ability to min-max builds whether there are nanos or not. They're just different builds if nanos exist, compared to if they don't.

A change like this would definitely fuck up everyone's builds, mine included to put it mildly, but it would lessen the built-in cost of end game combat and allow players more choice about running light or heavy and get them potentially more active in more situations. Hard bandage to tear off but something to consider long run.

I do agree combat nanos make skill heavy builds that have to pass tough fixed checks with STR or AGI weaker; hybrid pilots and mechanics are the two that come to mind.

I have to say, as a newer player, I hate how people talk about min maxing builds, all those mechanics, clearly knowing how the game works inside and out and… Here I am mostly in the dark, and not due to lack of asking around icly.

Something else to address...

To be clear neither Crashdown or I are min-maxing our characters, we both know how boring that is. Everyone has some jank (whether they meant to or not). Jank is fun.
Oh yeah, not trowing shade here, nor do I want to know who do you play, but understanding the mechanics goes a long way.
Literally any stat modification mechanics in the game are more effective the further into the curve you are. Conversely, they are actually quite trivial at the lower levels. Nanos are one of the first things many characters actually invest in, but I would argue that with some exceptions, these are not having as much of an impact on your ability to do things as you might believe, so early on. Sure, one nano might mean the difference between you completing, or failing a skillcheck, but you could also just… spend a few days worth of UE to the same effect.

I would sooner make nanos permanent, like biomods. They are supposed to be literally mutating you, aren't they? Antigens allow this to be a long term, sustainable thing. Character churn will keep demand going. Nanos aren't something you can just go and get secondhand, either, which is something other players have pointed out in the past as something ripper docs have been excluded from. If they are permanent, then the cost of a full loadout of nanos after a death is removed, which would accomplish another goal being discussed in other threads right now.

I would probably exclude toxin binders, nanosurgeons, etc. Those strike me more as "active" additions to the body that wouldn't persist through a clone.

Here I am mostly in the dark, and not due to lack of asking around icly.

I find people will happily provide advice on how to craft a PC stat-wise as needed with little prompting. However, a plethora of this information is outright wrong.

To 0x1mm's point, once you figure out how to make a relatively invincible PC - you generally don't do it again and lean more into the proverbial "jank".

I wouldn't count on it happening, but making nanogenics persist through vatting would actually be huge and ease a decent chunk of pressure off players RE: everything is too expensive issue.

You'd still need to go see a doc for antigens if you want to swap them out, so it doesn't completely eradicate costs or the need to see PC docs.

Also yeah, when it comes to stats and builds, speaking from my own experience everyone will tell you something different and parsing fact from assumption is almost impossible.

I'm so used to everything being a difficult downside that I didn't even consider the idea of permanent nanos until Quotient and Nymphali called it out, that seems to me to be a very simple and elegant solution that side steps any issues. I'd personally love it.

We want people to want to recover from dying more readily, trimming a big part of the death cost and the weekend wasting mutation off the process would be huge.

#MakePheremonesBoostAppAgain
Nanos not being permanent is weird with how they are described and baffled me when I found out. Hard agree with making nanos permanent as it would GREATLY ease the cost of death and create a market for the antigens.
Most nanos not being permanent does seem weird now that we do have some non-stat changing nanos that are permanent…
Nanos provide a unique way to enforce recovery time after a death so I wouldn't want them to just become permanent. I do think the price of all nanos should be slashed in half though. A potential compromise so that they aren't just made permanent is having them last a set number of clones like inoculations do. You could have them until you die three times as an example.
Strongly disagree. Nanos being permanent removes the ability to change your load outs. Nanos is also a great way for people who hustle to get ahead of someone else who doesn't and has a UE advantage. They also raise the stakes for risk of death, which I think is a good thing and not something to be ez-mode'd.

The game is supposed to be high stakes. If you water it down, it will lose its flare. Remember kids, high risk, high reward! Go take risks! Lose those nanos and get some new ones!

You can always just get the nanos removed if you want to change stuff, there's a thing for that.
by JMo

Strongly disagree. Nanos being permanent removes the ability to change your load outs.

There are antigens in the game to remove the nanos now, but I also doubt many people are changing their loadouts that often.

They also raise the stakes for risk of death, which I think is a good thing and not something to be ez-mode'd.

One of the heavy topics of discussion that a good amount of players are in agreement is that the stakes in question are too high.

I'm one of those people who agree with the sentiment that the stakes currently are too high, and I'd personally be happy with the ideas that were already thrown out, whether it's to slash the price of nanos, make them last through a few more clones before they 'fizzle out' I guess, or just make them permanent. I'm fine with either of those, personally. Though I will say when I first learned about nanos in game, I also did have the assumption that they'd last in your body forever. It just makes sense - they're supposed to mutate your body.
by Necronex666

Nanos provide a unique way to enforce recovery time after a death so I wouldn't want them to just become permanent.

I don't personally feel nanos are so impactful that they would be the sole defining reason for my avoiding an engagement unless I expected to be the primary target and needed every possible advantage. And in that case, wouldn't the opponents in question be just as frustrated by my spending time in "recovery" and refusing to engage outright?

Also, what is really happening in the scope of the time it takes to get and recover from nanos?

Nano recovery makes some people stay out of the fight, which creates opportunities for their opposition. You can clone out and immediately get to work but I think there should be that twenty-four period where you're at a disadvantage, that you have to either wait out or work past.
I would argue there is more critical cyberware that would keep people out of a fight, and most PCs are not going to be able to arrange an install in the time it would take to recover from nanos, anyway.
In my experience it's always been easier to get that cyberware back in you and it only gets easier if you have backups on standby. Don't even really need a player for that either, staff is lightning fast with puppets for installs usually.

That aside, nano recovery adds to immersion and you're not left wondering why that person who just died is still at full strength. If someone does decide to come outside and play while recovering anyway that's a huge risk they're taking, sometimes it pays off and sometimes it doesn't.

Personally nano recovery equates to my PC sitting in their apartment by themself waiting for the timer to run its course, which involves little to no roleplay or immersion. It's just another mandatory errand on the to-do list when those post-vat blues are already making everything feel kind of like a slog. YMMV, of course.

Making them drastically cheaper would be nice but not having to get them as often would be much nicer, imo, so I can support them lasting a few clones.

My experience is everyone is kicking off for one or two days with a fresh batch, it does take someone out of the full-strength running for a minute but… is that good? It's not as if we have a problem with players shrugging off deaths like a personal Stalingrad human wave tactics, really the opposite. It feels to me like support to get players up and running quickly and more easily are the sorts of solutions we've been looking for to enable more engagement with higher risk, isn't it?
Some delays are required. Just because the blow is being lessened doesn't mean it should be taken away completely. If I take out Bob and now want to have a run at Jake while their buddy is recovering that should be possible. There are inconveniences that exist on SD which can be turned into opportunities and I'd hate to see them all go away in the name of accessibility.
Required feels like a strong word to me if we're in the position where players say the risks and pressures and difficulties of engaging in high-level conflict are simply too great.

I can imagine hypothetical situations where conflicts burn super hot for days because groups are replenishing hitters straight out of the vat but that seems like a preferable problem.

At its core SD combat is still about whittling down your enemy to accomplish a goal, whter that be to force them to surrender, to get them to back off a resource you want control of, to get their gear, really whatever it may be.

Nano recovery is one of those mechanics that make it so that guy you just murdered doesn't come strolling out of the vat fully combat ready, forcing you to either back up off of them or chain vat them. Hits on people who are fresh out of the vat would also be made even more difficult if they pop out of the vat with their nanos still activated and ready to go.

That period of time where you are weaker than usual is a good thing because it forces you to either take a breather or commit to potentially having to pay that full recovery fee a second time. If someone wants to get out there without their full combat suite then that's their prerogative and is okay.

I have gotten out of the vat and immediately gone after my enemies while my HP was damaged from nano swelling, sometimes the gamble does pay off.

I would go as far as to say that the nano recovery time is even more important than the actual cost for what it offers as a game mechanic. Slashing the price would have far less of a dramatic effect on the game than just doing away with the recovery time would.

I mean we could easily have the recovery period to kick in after a vat, whatever other change happens to nanos, it's not necessarily exclusive. Or just general weakness of body for XX hours depending on how many nanos you got to balance it out.
Agreed. There are death debuff mechanics that exist in other games precisely to achieve the result you're hoping for. It does not need to be explicitly tied to nanos.

Maybe every normal clone has a mild case of the penalties imposed by corpse cloning.

With nano recovery there's also the health damage to consider that is a stronger deterrent than a stat debuff when it comes to keeping someone out of a fight. I'd rather the price is just slashed in half but I'm not exactly going to complain if the same thing nano recovery accomplishes can be replicated by something else. That would probably take more coding and testing than just changing prices though.
I guess I'm just not sure that recovery time mechanics, though plausibly realistic, are really creating pressure in the direction we want pressure. I don't see an actual reason to encourage players to take more downtime, to take a harder impact, when they just died. It's already a tough beat, they're already set back, they potentially took a brutal loss.

Like we want people to bounce back and not take losses so heavily. We don't want to hit them with penalties on top of loss on top of just enriching their opponents. I think you can look at those pressures in a vacuum and say they make sense where you have a game where players are treating death lightly, but I really don't feel like that's a problem.

Players pretty routinely die and perm themselves immediately out of emotional turmoil. I feel like players take death a lot more seriously then the theme might even suggest they should.

Put another way the elements of victory and loss all can be argued to make sense in isolation and be logical and purposeful, but in combination with one another the net effect is to create this huge gulf between victory and loss, where the wins are not only win more (because you kill the other character, take all their stuff and now have spares, and knock them out for several days of retaliation) but the losses are also lose more (you die, you give your enemy all your stuff and have to replace it all, and you are out of the fight after with downsides on top of that).

It occurs to me thinking about it now I've actually never seen a character take a full on catastrophic full loss and ever recover to deal the same to their opponent in return. I've seen smaller back and forths but of the conflicts I've witnessed, if there was one of the kill them all take everything victories, it was the beginning of the end. Sometimes the end took a long, long time to come but it did.

I also think permanent nanos is kind of a cool double-edged sword because you can antigenic some of them but not all of them and certain ones become essentially very serious permanent character choices (ie. Dermalweave) which makes them super interesting to me, and more compelling really.

I do agree that all things because equal adjusting the prices is the change in the realm of the possible compared to touching the code which is always a high ask, but I do kind of love the concept even if we don't have the dev time for it.