QUOTE (Sengir @ Jan 12 2010, 01:20 AM)
THey are actually significantly cheaper, see above
Non-cybereye thermo - .1 Essence (Cyber),
1k
Non-cybereye low-light - .1 Essence (Cyber),
1k
Cybereye (rating 1) - .2 Essence (Cyber),
500, 4 Capacity; replaces normal vision
Cybereye thermo - [2],
1000
Cybereye low-light - [2],
1000
I generally don't bother with cat's eyes or troll's eyes - they have the same Essence costs as the cyber equivelants at much higher cost, and if I have more cyber than bio, I'm probably building a sammy, and most of my sammies use goggles or helmets.
With the relatively low cost of goggles, glasses, contacts or helmets (the latter assuming armor capacity rules in play), I generally prefer to go for accessories only in most cases (such as contacts + helmet), with mages getting thermo and/or low-light (depending on what they have naturally) without cybereyes. I might save a small amount of Essence if I have more cyber than bio; in that case I might get eyes. For example:
Dwarf mage. Starts with thermo. Biocompatability (Bioware) & Synaptic Boosters 2 for .9 Essence, low-light vision for another .08. Total Essence spent: .98; eyeware cost
1k
Human mage. Biocompatability (Bioware) & Synaptic Boosters 2 for .9 Essence, cybereyes + low-light & thermo for another .1 (.2 base, halved due to having more bio than cyber). Total essence spent: 1; eyeware cost
2.5k
Remember that to hack cyber, you have to be within 3m (signal 0) or slave them to your commlink and have it hacked. Easy enough to switch off wireless anytime not doing maintenance.