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{{Biotech}} | {{Biotech}} | ||
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{{Infobox main| | {{Infobox main| | ||
| name = Mechlink | | name = Mechlink | ||
− | | image = Mechlink.png | + | | image = Mechlink.png|Mechlink |
| description = A bionic implant that allows direct control of mechanoids. Mechlinks are used by soldiers to control war mechs, and by workers to control labor mechs. A person with a mechlink is known as a mechanitor.<br>Mechlinks are self-installable. Pressed into the back of the throat, the unit injects itself through the flesh to clamp inside the base of the skull where it meets the spinal cord. There, it threads a web of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band.<br>Mechlinks are not simply devices for sending radio signals to mechanoids, because mechanoids are not merely robots. In addition to traditional computers, mechanoids have a dim psychic presence, so fluently controlling them requires a psychic connection. By linking mechanitor and mechanoid both psychically and electromagnetically, the mechlink permits deeper control than screen-and-button interfaces.<br>Since the mechlink interlaces deep within the brain tissue, it can only be removed after death.<br>Note: A mechanitor must be capable of smithing work to gestate mechanoids. | | description = A bionic implant that allows direct control of mechanoids. Mechlinks are used by soldiers to control war mechs, and by workers to control labor mechs. A person with a mechlink is known as a mechanitor.<br>Mechlinks are self-installable. Pressed into the back of the throat, the unit injects itself through the flesh to clamp inside the base of the skull where it meets the spinal cord. There, it threads a web of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band.<br>Mechlinks are not simply devices for sending radio signals to mechanoids, because mechanoids are not merely robots. In addition to traditional computers, mechanoids have a dim psychic presence, so fluently controlling them requires a psychic connection. By linking mechanitor and mechanoid both psychically and electromagnetically, the mechlink permits deeper control than screen-and-button interfaces.<br>Since the mechlink interlaces deep within the brain tissue, it can only be removed after death.<br>Note: A mechanitor must be capable of smithing work to gestate mechanoids. | ||
<!-- Base Stats --> | <!-- Base Stats --> | ||
| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
− | | tech level = | + | | tech level = Archotech |
| hp = 100 | | hp = 100 | ||
| deterioration = 0 | | deterioration = 0 | ||
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== Acquisition == | == Acquisition == | ||
− | + | There are multiple ways to acquire a mechlink: | |
− | + | * Starting with the [[Scenario_system#The_Mechanitor|mechanitor scenario]]. | |
− | There are multiple ways to acquire a mechanitor | ||
* Destroying the [[Ancient exostrider midsection|midsection]] of the remains of an Ancient exostrider to obtain a [[mechanoid transponder]], which can be used to call in a mechanoid ship containing a dead mechanitor and some hostile mechanoids. The mechlink can then be extracted from the mechanitor [[corpse]]. | * Destroying the [[Ancient exostrider midsection|midsection]] of the remains of an Ancient exostrider to obtain a [[mechanoid transponder]], which can be used to call in a mechanoid ship containing a dead mechanitor and some hostile mechanoids. The mechlink can then be extracted from the mechanitor [[corpse]]. | ||
* Travelling to an [[Quests#Ancient_Mechanitor_Complex|ancient mechanitor complex]] guarded by hostile mechanoids. Among the desiccated corpses is a mechanitor corpse which the mechlink can be extracted from. | * Travelling to an [[Quests#Ancient_Mechanitor_Complex|ancient mechanitor complex]] guarded by hostile mechanoids. Among the desiccated corpses is a mechanitor corpse which the mechlink can be extracted from. | ||
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== Summary == | == Summary == | ||
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Mechlinks provide a passive stat boost of {{Good|+6}} [[Mech Bandwidth]] and {{Good|+2}} [[Mech Control Groups]], which can be further [[Mechanoid_creation#Summary|increased]]. | Mechlinks provide a passive stat boost of {{Good|+6}} [[Mech Bandwidth]] and {{Good|+2}} [[Mech Control Groups]], which can be further [[Mechanoid_creation#Summary|increased]]. | ||
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== Analysis == | == Analysis == | ||
As it's quite rare and cannot be easily removed once installed, one should be careful which pawn to install the mechlink into. Most essential is a good [[Crafting|crafter]] who is capable of [[Work#Smith|smithing]], as it influences their ability to [[Mech Repair Speed|repair]]/[[Mech Gestation Speed|gestate]] mechanoids, and [[Subcore Encoding Speed|encode subcores]]. If your mechanitor is killed, the mechlink can be extracted and implanted again so long as their head is not destroyed. Prioritize extracting the mechlink and keep the corpse safe and away from hungry animals in the meantime. | As it's quite rare and cannot be easily removed once installed, one should be careful which pawn to install the mechlink into. Most essential is a good [[Crafting|crafter]] who is capable of [[Work#Smith|smithing]], as it influences their ability to [[Mech Repair Speed|repair]]/[[Mech Gestation Speed|gestate]] mechanoids, and [[Subcore Encoding Speed|encode subcores]]. If your mechanitor is killed, the mechlink can be extracted and implanted again so long as their head is not destroyed. Prioritize extracting the mechlink and keep the corpse safe and away from hungry animals in the meantime. | ||
− | Curiously, [[Work#Incapable_of_work_types|non-violent]] mechanitors can still control and fight using combat mechanoids, as they are separate entities. With [[gene]] modding, a specialized non-violent pawn could have [[Genes#Violence disabled|Violence disabled]], Awful Melee and Awful Shooting [[Genes#Aptitudes|aptitude]] genes for a "free" {{Good|+7}} Metabolic Efficiency, which could be used for | + | Curiously, [[Work#Incapable_of_work_types|non-violent]] mechanitors can still control and fight using combat mechanoids, as they are separate entities. With [[gene]] modding, a specialized non-violent pawn could have [[Genes#Violence disabled|Violence disabled]], Awful Melee and Awful Shooting [[Genes#Aptitudes|aptitude]] genes for a "free" {{Good|+7}} Metabolic Efficiency, which could be used for Great Crafting, for instance. Mechanitors who plan to hide behind walls could use genes like Slow Wound Healing and Delicate, though drop pod raids and/or [[infestation]]s are always a risk. |
Since the mechlink counts as an artificial body part, it will make [[body modder]]s very happy, and [[body purist]]s very upset to have one installed. The [[Ideoligion#Body_modification|body modification precept]] {{IdeologyIcon}} also affects this. | Since the mechlink counts as an artificial body part, it will make [[body modder]]s very happy, and [[body purist]]s very upset to have one installed. The [[Ideoligion#Body_modification|body modification precept]] {{IdeologyIcon}} also affects this. | ||
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
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{{nav|body parts|wide}} | {{nav|body parts|wide}} | ||
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] | [[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]] |