User:Lone Aristocrat/Sandbox/computepower
Will eventually finish this.
Cybernetics and compute power
Properly utilizing compute power is a complex equation of finding the specific compute power total which provides the maximum needed boost to one's currently installed implants, while simultaneously minimizing the loss of gear and other implant-based capabilities that normally arises from installing multiple Lone Aristocrat/Sandbox/computepower and wearing equipment that boosts compute power.
Available compute power
Under normal circumstances and assuming a baseline body plan, a given True kin character is capable of obtaining a maximum compute power total of 260 or 307 assuming all relevant equpiment is overloaded. This is accomplished by equipping 4 palladium mesh tabards(one in the worn on back slot or two with
equipment rack and two or three with
magnetic core in the floating nearby slot), two
wrist calcs, a tier 8 helmet like
zetachrome apex modifed with social coprocessor and 4 Lone Aristocrat/Sandbox/computepower installed in the head, back and both arms.
- However, having such a high total is generally not optimal, doing so while will allow the user to massively enhance the power of certain implants , comes at the cost of almost completely sacrificing the user's ability to do much else, either with gear or otherwise. It is generally better to asses what a particular build needs rather than always improving compute power as much as physically possible. While there are certainly implants where massive investment can give strong returns, they aren't strictly the majority
- Computer power benefiting cybernetics which can still be installed with the above maximized composition include:
Implant compute power limits/thresholds
There are certain implants which only fully benefit from compute power up to certain breakpoints, after achieving a particular given threshold, the implant either stops benefiting entirely or receive reduced benefits, such thresholds and the interactions with the affected cybernetics include:
- 50
high-fidelity matter recompositer
- Upon reaching 50, this implant will have the cooldown of it's transit ability reduced by a total of 50%(from 50 to 25 turns) and will no longer benifit from more compute power.
onboard recoiler
- Upon reaching 50, this implant will have the cooldown of it's recoil ability reduced by a total of 50%(from 50 to 25 turns) and will no longer benefit from more compute power.
stasis projector
- Upon reaching 50, this implant will have the cooldown of it's project stasis ability reduced by a total of 50%(from 100 to 50 turns) and no longer decrease with further compute power, however the duration of the effect and the number of tiles that can be generated at a time will continue to scale.
matter recompositer
- Upon reaching 50, this implant will have the cooldown of it's emergency transit ability reduced by a total of 50%(from 100 to 50 turns) and will no longer benefit from more compute power.
cathedra with black opal tracery
- Upon reaching 50, this implant will have the cooldown of it's Wormhole ability reduced by a total of 50%(from 100 to 50 turns) and no longer decrease with further compute power, however the innate flight provided by the implant will continue to scale.
cathedra with sapphire tracery
- Upon reaching 50, this implant will have the cooldown of it's stunning force-like ability reduced by a total of 50%(from 100 to 50 turns) and no longer decrease with further compute power, however the innate flight provided by the implant and the damage of the stunning force-like ability will continue to scale.
cathedra with ruby tracery
- Upon reaching 50, this implant will have the cooldown of it's Pyrokinesis-like ability reduced by a total of 50%(from 100 to 50 turns) and no longer decrease with further compute power, however the innate flight provided by the implant and the damage of it's Pyrokinesis-like ablitly will continue to scale
cathedra with white opal tracery
- Upon reaching 50, this implant will have the cooldown of it's stunning force-like ability reduced by a total of 50%(from 100 to 50 turns) and no longer decrease with further compute power, however the innate flight provided by the implant will continue to scale
Cybernetics which benefit from high/extreme compute power totals
Despite the Invesment required there are certain cybernetics which provide notable utility if used along with 100 or more compute power, bear in mind that higher totals as previously mentioned reduce the user's overall capabilities, but if properly utilized can in many ways make up for it.
- 100+
social coprocessor
- Every 100 compute power allows for the recruitment of 1 additional companion with the
Proselytize skill, up to an effective maximum of 3.
- Every 100 compute power allows for the recruitment of 1 additional companion with the
penetrating radar
- Allows for perfect vision range of 20 or more tiles, opening up a large number of utility options. Such as shooting targets from across the map with
phase-adaptive scope or being able to almost immediately teleport to much of a given map with
high-fidelity matter recompositer.
- Allows for perfect vision range of 20 or more tiles, opening up a large number of utility options. Such as shooting targets from across the map with
- 140
- 150+
nocturnal apex
inflatable axons
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