QUOTE (Karoline @ Sep 20 2010, 10:41 PM)

I always kind of figured that the fixed essence cost was a typo, and it should have been 0.3/rating just like every other ware in the game.
I don't think so.
I'm looking at headware and none of it with a rating value is essence/rating. All the eyeware has flat essence costs. All the earware has flat essence costs. Only bodyware has rated ware that has essence based on rating.
On the other hand, almost all bioware with rating has variable essence. The only exception is Enhanced Pheromone Receptors (0.1). I cannot for the life of me find something that gives an effective 9 dice (3 perception, 3 matrix perception, 3 astral perception) for 60,000 nuyen and 0.6 essence. Tailored Pheromones (45,000 nuyen, 0.6 essence) can provide a grand total of 24 dice (3 Judge Intentions, 3 Composure, 3 Con, 3 Etiquette, 3 Instruction, 3 Intimidation, 3 Leadership, 3 Negotiation). Reception Enhancers should be either 0.1 essence per rating or a flat 0.2 or 0.3.
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QUOTE (Aerospider @ Sep 21 2010, 08:22 AM)

I actually think making all options balanced against each other would make the game worse – if option A and option B give exactly the same investment-to-reward ratio then why bother printing option B? So players will invariably choose the more economical option for their intended result, so what? That's what happens in RL right? What's more is that players generally only think about the mechanical differences. The more expensive option available might come with a better service package, nicer colours, longer warranty, better reputation, you name it – all those little things that real people might consider more important than anything else but 'runners and/or their players couldn't care less because they only think about the nitty-gritty.
My concerns have nothing to do with balancing bioware versus cyberware but rather avoiding placing a magic-friendly tax on mundanes. Bioware should be more expensive just on the lower essence cost alone, but a lot of that cost is balance specifically because of magic. Beyond that, balance is desirable unless you want to see cookie cutter character where everyone with a similar concept uses the exact same ware setup. Current you have two choices. Be inefficient and possibly fall behind other players or be efficient and look like everyone else. This is where the firearms section is good. Sure there are some that are the obvious best choices, but you don't lose much going with many of the other choices.
The active advantages to bioware is lower essence costs and what should be and overall greater quantity of bioware for the same essence cost. You get that in trade for a higher upfront cost.
There are passive advantages to bioware that aren't tangible, but they require the GM to utilize the mechanics that make those advantages pay off.
#1 - Maintenance. How many GMs have the players perform maintenance on their chrome.
#2 - Detectability. How often does the ease of detection of cyberware play a part.
Let me show you some bio/cyber where I feel the intangible benefits are appropriate.
Muscle Replacement vs Muscle Augmentation & Toner
Muscle A&T is 40% of the essence cost of Muscle R while Muscle R is 33% the nuyen cost of Muscle A&T. About 7% of the cost of Muscle A&T is the intangible benefits of detectability and maintenance. I don't want to see more than a 10% difference between the two if it's a linear progression.
Now Wired Reflexes vs Synaptic Booster.
Rank 1: WR 13.75% nuyen cost of SB. SB 25% essence cost of WR.
Rank 2: WR 20% nuyen cost of SB. SB 33% essence cost of WR.
Rank 3: WR 41.6% nuyen cost of SB. SB 30% essence cost of WR.
WR/SB is where I tolerate a higher than 10% difference because it swings from one advantage to the other. WR goes from have a 11.25% advantage to a 13% advantage to a 11.6% disadvantage. However it is only the high price of SB3 that makes this tolerable for me, otherwise I would say SB3 is under-priced.