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Cybernetics and Cold Exposure
Reevaluating Cold Damage Mechanics for Cybernetic Implants

Currently, cybernetic implants are treated as fully susceptible to cold damage, including effects such as frostbites. This presents a logical inconsistency within the game world. Cybernetics are typically stored and preserved in cold environments specifically to maintain their integrity, which suggests they should be inherently resistant, if not entirely immune, to low-temperature conditions.

Given this, it seems counterintuitive that exposed cybernetics would sustain cold damage in the same way as organic tissue. Unlike flesh, these components are mechanical or synthetic in nature and should not respond to environmental stressors in identical ways.

To better align gameplay mechanics with internal logic and immersion, it would be reasonable to adjust how cybernetics interact with cold environments. This could involve reducing the amount of cold damage they receive or rendering them fully resistant to such effects altogether.

Such a change would not only enhance realism but also reinforce the distinct nature of cybernetic enhancements within the setting.

Didn't realize they weren't already excluded from cold damage. I think they should still get burned and beaten up, but cold does make sense for them to be excluded from!
Instead of burning, maybe making them overheat and malfunction? Otherwise I totally agree.
Also makes sense to me that chrome (that isn't coated with fleshright, at least) should be exempt from pain messages etc, but maybe that's its own thread