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报告翻译问题
Check out a real world company called "da Vinci Surgery"
What if we could create surgical tables for the med bay that could offer an AI driven medical treatment option? There could be three tiers of the table: Bionic Surgical Table, Advanced Bionic Surgical Table, and an Archotech Surgical Table.
Tables take one AI core, 4 bionic arms of the same tier, + steel hospital bed ingredients.
if you're feeling ambitious, a medical copter drone that can be used to rescue colonists from around the map could bring downed colonists to these tables.
The tables would have a feed stock of organs used in the mod, allowing rapid treatment of damaged organs and deadly injuries.
Mayo Clinic in Minnesota is already researching the technology behind automated surgical tables built into a flying drone ambulance. It's practically a non-fiction technology, so the most advanced rimworld coloniest should have no problem securing the technology and making use of it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1507137970
Please do check if you have this version of EPOE, rather than the original EPOE which does not have it.
Nerfing the bionics down to 115% efficiency would result in a 15% eff. increase in comparison to natural organs; for advanced bionics at 135% eff. in a 20% eff. increase in comparison to bionics and for archotechs at 160% eff. in a 25% eff. increase in comparison to advanced bionics.
See the increase in efficiency with every tier? Currently, I think getting to advanced bionics is neither efficient nor motivating. Nerfing bionics would clearly motivate users to get to the highest possible tier.
Archotech arms are a vanilla item which we balance our own bionics around, as nothing should be at or close to its efficiency. That means that, on one side, you have natural body parts while on the other you see archotech, and that gap is all you have to play around in; if you increase the efficiency of advanced bionics, you trivialise archotech parts, and you can't nerf the bionics further, meaning no space to wiggle around in.
On top of that, advanced bionics are very much worth the effort for a lategame colony, seeing as archotech cannot be crafted and one likely won't have fully decked out archotech soldiers by the end of their 3rd year, at which point you can comfortably mass-craft advanced bionics for everyone.
I thought about something that could be could be cool : add some carrying stat to bionics and archotech part. Like a better back, arms and leg should be able to carry more. My guy turn into a slug as soon as i wear a marine armor. For a normal people that is normal. Not for a full archotech guy. Of course, i dont think he should be carrying like 3 muffalos xD but double the carring sounds fair to me.