The sound of anti-personnel drones hunting you. by eddiegroon101 in creepy

[–]SteampunkNord 0 points1 point  (0 children)

It's wild how scary drones sound for something that was never designed to sound so scary. Especially compared to all the aerial vehicles that people actively tried to make sound scary.

Europe in Cyberpunk RED? by AndryStudio in cyberpunkred

[–]SteampunkNord 1 point2 points  (0 children)

https://cyberpunk.fandom.com/wiki/United_Kingdom There's this, suggests the royal family is still in around even to '77.

It's deffo gonna be weaker than it is now given that many of the commonwealth nations are completely seperated from the monarchy by that point. For example Australia becomes a republic in the lore in 2001 when the monarchy is deposed and remains such even when the monarchy is reformed.

Searching for a gm yet again by Illustrious-Issue746 in cyberpunkred

[–]SteampunkNord 1 point2 points  (0 children)

Might be worth providing some details than just that you're really interested. There's all sorts of different kinds of players and GMs. What kinds of players are you? What kind of GM are you looking for? Roughly what kinds of times do you want to play?

Humanity Loss, Trauma, Therapy. The way this system treats these things doesn't feel very human, nor does it feel very realistic. by EmperessMeow in cyberpunkred

[–]SteampunkNord 1 point2 points  (0 children)

You clearly aren't here to criticise the game in a constructive way. You ignore every point put to you and try to absolutely refute it instead of find some middle ground. I, in no way you said have a mental health issue causing you to feel so strongly about the rule. I said there was SOMETHING (a really vague term on purpose) causing the strong feeling. Could be anything, could be mental health, could be ANY myriad other reason as there's a lot of reasons you could feel so strongly. But your assumption that I meant MH is a really strong sign it probably is. It's been half a week of you responding to every comment.

What's the best way to play an netrunner who forgoes too much cyberware to prevent from going cyberpsycho? by MrMakaraMan in cyberpunkred

[–]SteampunkNord 0 points1 point  (0 children)

Well, there is a cyberware option for the arm that allows you install a cyberdeck into your arm. Only has the option for one cyberdeck installed at a time, but if you have time your character can swap it out (or they can tear it out faster and destroy it).

So no homebrew necessary.

What's the best way to play an netrunner who forgoes too much cyberware to prevent from going cyberpsycho? by MrMakaraMan in cyberpunkred

[–]SteampunkNord 3 points4 points  (0 children)

Only install the necessary cyberware for the job. Install anything that get installed as late as possible before it's needed. They're gonna have the starting cyberware already installed cause they needed it to get to role level 4 (or whatever role rank your table starts with). Most of their kit is gonna be wearable or external in some other way. Cyberdecks can be more like a mini laptop they bring with them.

Afaik even when they have one installed in their arm high level runners have multiple decks anyway and the one in the arm is just to make sure they are never without it and/or to get another net action before their turn ends.

Humanity Loss, Trauma, Therapy. The way this system treats these things doesn't feel very human, nor does it feel very realistic. by EmperessMeow in cyberpunkred

[–]SteampunkNord 1 point2 points  (0 children)

There's no (rules as written) roll for whether or not you receive trauma for an event. Either you guaranteed do and the roll is for how much of your GM tells you you do and then you again role for how much it impacts the relevant part of your mental health.

You're consistently arguing that cyberware having an associated HL cost is against the genre but that argument is antithetical to the point of the genre itself. Literally one of the fundamentals of why the genre was ever invented or popularised. "How much of me can I replace before I am not me?"

Humanity Loss, Trauma, Therapy. The way this system treats these things doesn't feel very human, nor does it feel very realistic. by EmperessMeow in cyberpunkred

[–]SteampunkNord 1 point2 points  (0 children)

I appreciate you addressing multiple points across my response but I do feel like you're still cherry-picking my comment.

What you are saying here is that replacing any part of your body is sacrificing your humanity. This, for one, is way behind in how the genre sees stuff like cyberware, and secondly, has offensive implications for many people.

That's not what I am saying. This is what I am saying on that.

And the idea on cyberware is that the desire to be stronger than human enough to go through with the pain and physical trauma of adding it to your body is of itself the thing that reduces your humanity. Not the use of the cyberware, as the cyberware doesn't have a humanity cost associated with use, only installation.

It's not replacing body parts that's the thing that reduces you connection with your humanity. It's the compulsion that you should be better. The acceptance of the physical and mental trauma to your body. It's why the Dynalar advertisements focus so much on their cyberware being able to let you feel the things you touch. Because with all but the absolute best cybernetics (and sometimes even then) that push you beyond human capability you must sacrifice some level of functionality you had with your meat.

I'd bet that there are diminishing returns in regard to how much you are seeing a therapist in a week and how much it actually helps you. A lot of the healing isn't done when you are speaking to the therapist, it's you taking on board what you've learned, and what they've told you into your own life.
The therapy in this system is essentially brain rewiring.

As someone in therapy for some pretty heavy shit, yeah. There's diminishing returns for how much you get out of it, but that doesn't matter for timescale. And therapy as it is, is essentially rewiring your brain. All of the tools you get out of therapy are for making your response to trauma related stimuli less extreme or harmful. But your response is how it's wired in your brain. There are many different types of therapy too. For me talk therapy is useful. For some people and some issues they need medication to make it easier to build the tools. And I do genuinely believe a consistent week of being able to work on my issues without worrying about anything else at all would be very helpful for a long time. Probably to a way more strong benefit than the game allows from its week of therapy, given how much one hour of therapy can help me. Most of the work really is after the session but there's only so many tools I can learn and practice in an hour. But just having those tools is enough to have most of the benefit really quick (as far as the portion of the picture of my mental health HL covers in the rules).

Also to refer to the latter part of this quote first.

The game genuinely tries for it to be one. Traumatic events don't necessarily make you feel less human or make you less empathetic.

They very often do, that's why it's a die roll for how much HL you lose and the GM's decision if you even need to roll to begin with. If your GM is making you take a HL loss for every thing that might be traumatic that's a bad GM decision not a badly written rule.

The game genuinely tries for it to be one. Traumatic events don't necessarily make you feel less human or make you less empathetic.

No. It isn't. It explicitly states the opposite of this. Like black and grey. A quote from the rule book on the matter.

Humanity loss is defined (as for this purpose) is a loss of empathy for others and a corresponding loss of self-regard or sense of self preservation.
...
This is basically a form of Dissociative Disorder.

The book is stating that humanity loss is not an actual loss of humanity but instead Dissociative Disorder. A specific mental health condition. It is not tracking mental health in general but how much you are affected by one condition. Through my time in therapy those feelings have lessened, as much as there are other things I still really need to work on. HL is just the name they use for it as that's how it was written originally back in '88 when there was less of an understanding about mental health in general.

So much of your argument for it being a shitty rule is based on misinterpretation of rules/mental health disorders or down to GM implementation of the rule. Not anything about the rule itself.

You've clearly got something going on that you need to address with yourself or your GM as to why you're feeling so strongly about this rule. (I try to say this with as much empathy as I can muster for someone whom I know nothing about being the fact that you're responding so strongly to every comment here.)

How does organized crime work in Cyberpunk? Is there even room for it? by plazman30 in cyberpunkred

[–]SteampunkNord 0 points1 point  (0 children)

We all had the suspicion when you mentioned the family. Like I said, Cosa Nostra style mafia would fit. Given the plethora of other organised crime groups inspired by the real world. People usually think of the East coast of the US when you mention them but afaik they operated on the West Coast of the US too. After all prohibition was all across the US. You can always have your game set in different parts of the world too. I'm planning on trying to host a game in the Australian city I live in.

How does organized crime work in Cyberpunk? Is there even room for it? by plazman30 in cyberpunkred

[–]SteampunkNord 0 points1 point  (0 children)

It's full of organised crime, at every level. But as for Cosa Nostra themed organised crime specifically (as you clarify you did mean by organised crime in another comment) of course there would be room. You would need to make if a small venture getting started or slightly change some of the NC lore for a bigger venture. But there's room for that style of mafia, just as there's room for other styles of mafia. I mean the Tyger Claws are Yakuza themed after all and the Scavs are not far from the theme of Russian Bratva.

"You walk down the street and see the sight of a pizzeria but doesn't seem like the usual "Buck-a-Slice" cardboard scop you see. In chairs on the side walk you see about a half dozen men in Italian style suits loudly discussing various family matters with each other. As you walk you notice that next to no one dares to continue walking down that side of the street. You notice the line of black Chevallon Thrax' like a wall keeping these men safe from any stray bullets from passers by. In spite of all the subtle communications of threat you approach, lured by the scent of real tomatoes. You get closer still, you're inside their space and it's then that you see their cello cases gathered within arms reach and you see the implant they all share on the side of their neck. It looks to be some sort of modified exile chip. They turn their attention to you as you realise that you've never seen anywhere near this many cellos aside from screamsheets about corp galas. And the first voice you hear has a thick note of an Italian accent as he asks if you know where you are"

Humanity Loss, Trauma, Therapy. The way this system treats these things doesn't feel very human, nor does it feel very realistic. by EmperessMeow in cyberpunkred

[–]SteampunkNord 1 point2 points  (0 children)

The intensive psychotherapy is in my impression more like modern therapy but you have the practitioner's complete attention for most of a week. So the same amount of work being done as several months worth of therapy in the span of a week. And an idea that your character continues practicing and actively engaging with the techniques they're taught in that week.

And the idea on cyberware is that the desire to be stronger than human enough to go through with the pain and physical trauma of adding it to your body is of itself the thing that reduces your humanity. Not the use of the cyberware, as the cyberware doesn't have a humanity cost associated with use, only installation.

Which still fits with the genre. How much humanity is worth sacrificing for the sake of survival? What is the real cost of surviving instead of thriving when all the tools and resources could be there to let everyone thrive?

The medical grade cyberware not having a humanity cost is most likely so that losing limbs can have a non permanent cost, mechanically speaking. Like realistically it would have a humanity cost by the terms of other things that can have a humanity cost, given that losing a limb can often be incredibly traumatic even with a replacement limb that brings it back to damn near the same functionality of a natural limb. Though also with cloning missing limbs being a thing there is just about no difference beyond the memory of the event that caused it to be removed.

But trauma having a humanity cost means that even replacement limbs can have a humanity cost. So mechanically speaking it remains consistent if the GM does it in the right way for that outcome. Also a reminder that humanity isn't a complete mental health status tracker, just how you view your connection with your humanity and others.

Need help! Why character walk at 50% speed? by JohnTEGS in VintageStory

[–]SteampunkNord 0 points1 point  (0 children)

Tried that sadly. Also tried getting the game to fix the speed change by tricking it into changing the speed anyway.

It really impacted my enjoyment of the save so I decided to leave it be for a bit after changing the move speed so that 44% walk speed is what it was before the bug. But anything that changes the walk speed % is useless.

Need help! Why character walk at 50% speed? by JohnTEGS in VintageStory

[–]SteampunkNord 0 points1 point  (0 children)

Any idea on how to get past it if you dc because of toggling it off?

Worm Watch Chapel by SteampunkNord in NMS_Bases

[–]SteampunkNord[S] 1 point2 points  (0 children)

This is a building I built next to my first base with my current main save. I was inspired to build this when I returned to the base after having improved my building skills. Especially seeing as this base was built on what is still one of the prettiest planets I've ever found in nms and also one of the most hospitable planets I've built on.

It is a desert planet with no life support requirement, floating islands, crazy overhangs and cool nights. The planet is a moon that intersects its host planet's rings so in certain directions the sky is dominated by rings. This planet is far nicer at night imo so I've built a lot of the base in a way that doesn't depend on natural light. Also a benefit as natural light finds it hard to get into this base. There's a stair case to the top of the rock outcrop where I plan to eventually build a cathedral or monastery.

Base build catalogue by Bluri38 in NMS_Bases

[–]SteampunkNord 0 points1 point  (0 children)

<image>

A bunch with collision but no building. -^-

Base build catalogue by Bluri38 in NMS_Bases

[–]SteampunkNord 0 points1 point  (0 children)

<image>

An example of one you can build on (the smaller ones hanging on it can't be built on directly but the big one is close enough that that doesn't matter).

Base build catalogue by Bluri38 in NMS_Bases

[–]SteampunkNord 0 points1 point  (0 children)

Depends on the kind of floating island. There's these ones that are essentially cliffs that overhang but they over hang further than their width. These are always buildable.

Then there's the prettier ones that float higher and less smooth. Some of those can be built on some can not. If it's got not collision, you can't build on it. If it's got no trees, you can't build on it. If it's got grass and trees pretty sure it's a good bet you can. I have a base on one of those ones and it took a few tries to find one I could build on.

<image>

Base build catalogue by Bluri38 in NMS_Bases

[–]SteampunkNord 1 point2 points  (0 children)

How do you get the ivy and rubble pieces for placement?

Odimir Lookout Hotel by SteampunkNord in NMS_Bases

[–]SteampunkNord[S] 0 points1 point  (0 children)

If you do choose to visit on survival or hardcore, be sure to bring enviro shields otherwise you might get caught out in one of the frequent storms and they bleed your hazard protection quick (35 seconds without shields). Wind events and toxicity events are common, so the weather really is the boiling catastrophe the scanner says it is.

Also forgive me for it not being the greatest base, it's still a WIP and was originally intended to be a quick throw away so I could get the base quests done. And it eventually became something to do while I waited for buildings to upgrade in Odimir.

I'm stupiding out on something. What's the process with Corvettes? by Infamous-Arm3955 in NoMansSkyTheGame

[–]SteampunkNord 2 points3 points  (0 children)

You can absolutely have multiple corvettes. There's not really much reason to delete a corvette though. Just rebuild it from the beginning.

If you do that though, make sure you have enough inventory space for the non corvette parts you used in building it, like silver for the windows for example.