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| body part = Eye | | body part = Eye | ||
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− | {{Info|A '''Bionic eye''' is an artificial eye that | + | {{Info|A '''Bionic eye''' is an artificial eye that can replace a natural one through implant surgery. Unlike their natural counterparts, bionic eyes do not scar. They have 125% efficiency, which results in a 25% improvement to the colonist's [[sight]] if two are installed.}} Since the game gives a greater weighting on the more capable part when calculating sight, with it contributing to 75% of a pawn's sight capability, installing a single bionic eye increases sight by 18.75%, and a second increases it by 6.25% to the expected 125%. |
== Acquisition == | == Acquisition == | ||
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== Summary == | == Summary == | ||
− | + | {{stub|section=1}} | |
+ | Summary stuff goes here | ||
− | + | ===Installation=== | |
+ | {{stub|section=1}} | ||
+ | Installing the part requires {{ticks|2500}} of work, 3x medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
− | + | Removing the part requires ? of work, 1 medicine of ?? quality or better, and a [[Skills#Medical|Medical skill]] of ?. | |
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− | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. | |
− | + | == Analysis == | |
+ | Bionic eyes have two primary purposes - treatment of damaged sight and augmentation of normal sight. | ||
− | + | Bionic eyes are the first artificial replacement for a damaged natural eye to become available; there are no "prosthetic" eyes. Commonly available from [[outlander]] [[faction base]]s and in [[quest]] rewards they thus, they will likely also be the first available method for to cure damaged, diseased, or missing eyes unless you chance upon a [[healer mech serum]] or rush [[biosculpter pod]]s{{IdeologyIcon}}. | |
− | Bionic | ||
− | + | Due to the aforementioned weighting of one eye over both, upgrading the first eye is a much more significant improvement than the second; if you have multiple colonists who might benefit from improving their sight, all things equal you should give them each one improved eye before you give one of them two improved eyes. | |
− | + | As elective replacements, bionic eyes can benefit almost any task. In combat, they are useful for improving the accuracy of both ranged and melee pawns - the first eye is equivalent to another 2 levels of the relevant skill to both [[Shooting Accuracy]] and [[Melee Hit Chance]], while the second eye improves that by 1 to equivalent to 3 additional levels. [[Melee Dodge Chance]] also improves by the equivalent of 1.5 levels of melee with one eye installed, or 2 for both. | |
− | + | Outside of combat, they significantly improve a colonists' [[Medical Tend Quality]], resulting in better outcomes for their patients. Adding a bionic eye also hastens [[intellectual]] tasks like [[Research Speed|researching]] and [[Hacking Speed|hacking]], though adding a second eye offers no further improvement. Finally it also improves [[Foraged Food Amount]], reducing the need to rely on carried food on caravans, and [[Cooking Speed]], doing exactly what the name implies. See [[Sight]], and the pages of the relevant stats, for full details. | |
− | + | These buffs mean that bionic eyes are sought-after buffs for a fairly wide variety of pawns. Generally speaking, shooters benefit more than melee pawns due to the exponential nature of how shooting accuracy is applied. Meanwhile, doctors have one of the most important tasks in the colony and can fully exploit both eyes, and are thus often ideal candidates for implantation. Cooks also benefit significantly, so long as the 160% speed cap has not already been reached through skill or [[manipulation]] buffs. They should thus be given second call on any eyes. This leaves only researchers as the final job to prioritize, and they only require one eye. Caravanners do benefit as mentioned above, and while the buff is fairly significant relative to the base stat, foraged food is generally not relevant enough to warrant a bionic eye to optimize. | |
− | + | The next and ultimate step is the [[archotech eye]], with a 150% bonus for two eyes replaced. These should largely be issue in the same priority order as bionic eyes, though keep in mind that replacing bionic eyes with archotech runs the risk of losing both. | |
− | As with all bionics, it will give a mood buff to anyone with the [[body modder]] trait and a heavy penalty to any colonist who is a [[body purist]]. They are a strong option for body modders - not conflicting with any other. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist trait, stressing their relationship. | + | As with all bionics, it will give a mood buff to anyone with the [[Traits#Body modder|body modder]] trait and a heavy penalty to any colonist who is a [[Traits#Body purist|body purist]]. They are a strong option for body modders - not conflicting with any other. Also, having implants of any kind installed will annoy fellow colonists who have the Body Purist trait, stressing their relationship. |
− | + | {{Sight Part Efficiency Table}} | |
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== Version history == | == Version history == | ||
* [[Version/0.7.581|0.7.581]] - Added | * [[Version/0.7.581|0.7.581]] - Added | ||
− | * Beta 19 - | + | * Beta 19 - received a nerf to efficiency but is now craftable. |
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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]] |