QUOTE (Surukai @ Aug 11 2014, 01:31 AM)

A lot of nitpicking about my choice of the word "functional" over electronics. I meant image processing, not simple or even advanced refraction or polarization.
It's not nitpicking, you were factually wrong, and we pointed this out. Your exact words were:
QUOTE (Surukai @ Aug 8 2014, 05:41 AM)

None of them have any functional upgrades in them, they are just glass or plastic.
As people have pointed out, this is not necessarily true. Even if you meant to exclude purely optical (ie: non-electronic) upgrades, welding helmets, which I used in my example, can have electronic flare compensation. Many cameras now have digital zoom features. Hell, you could be one of the dudes test-driving google glass. On top of that, the rules clearly state that vision magnification can be either electronic or purely optical, so this "optical properties = not a functional mod" distinction doesn't even exist in the game.
QUOTE (Surukai @ Aug 8 2014, 05:41 AM)

The reason I vote against exactly what you do is because it can not be the intended use. Why is there even a capacity limit, why is there availability concerns for certain combinations? Why are there grades of cybereyes if it is cheaper, easier to get and more effective to just layer stuff? It completely ruins the entire purpose of tiered solutions. Where contacts are small, cheap and near invisible BUT have lower capacity.
Goggles are big and cumbersome, but fit way more stuff and cybereyes cost a portion of your soul but can fit everything in them. There is a choice in upgrades here that is completely obliterated by simple stacking the cheap stuff to get _everything_ for a fraction of the true cost.
It is to me breaking the game and fun meaningful choices in gear in the same way that taping 3 grenades together and deliver instant win attacks that overshadow everything else for a tiny fraction of the cost in skills, nuyen, tactics, thought and whatnot.
It is like buying ammo that is APDS-exex-capsule rounds with -10 AP +6 damage and deliver any drug of choice and take the lowest availability of the combined ammo types and then load it in your gun. This sounds familiar.. yes, it is exactly what SnS was in SR4.
A fun game has meaningful choices where you can build more than one type of character, pick more than one type of gun and have fun interesting tactics that you play depending on your choice. A straight up no-brainer alternative that is super effective in every field removes that choice and takes away from the game.
From a realistic point of view: Vision devices want the raw data to do vision enhancement (or vision modes such as low light or thermographic) If you take a photo without flash in a very dark room and then look at the printed photo with a pair of low-light goggles you still wont see much. YOu can argue that certain combinations in certain layering strategies (thermo-graphic on outer most layer only and so on) is just a mess. Just do not allow it, period.
From a game design point of view: availability, ratings, capacity, essence cost and everything strongly suggests there is an intended trade off between cybereyes, contacts, glasses and adept powers where you have to choose upgrades, not just pick them all.
Vision enhancements might not be such a big deal, but the things add up and why break a part that has some game design behind it? There are plenty of poor design choices in SR5 rules as is. There is no need to cheat on vision mods.
Again, I think you're wrong here. The point of adding capacity rules to eyeware is to aid the suspension of disbelief. Cramming image link and wireless into a pair of fragging
contacts already stretches credulity, even with SR tech. Add to that the fact that in 4.0 cybereyes had capacity and normal eyeware did not, and I really think it's just a matter of verisimilitude and believability. Remember that even if you didn't allow eyeware to stack, a runner could still pick up a full suite of vision mods by getting the ones they can't fit as sensors and using image link to display the outputs. So adding capacity limits to eyeware doesn't do anything to limit what type of vision enhancements your players are running around with.
Nor is it unrealistic for stacked eyeware to be capable of working together. All of your goggle/glasses/contacts/ect are linked together via your PAN. One can reasonably assume there is a configuration menu of sorts enabling you to let multiple devices work together, including configuring how you view multiple overlays and HUD elements by toggling transparency, positioning, ect.
Say you're wearing thermographic shades with image mag contacts on underneath. Rather than try to magnify the display and getting a bunch of pixelation, the glasses' display shuts off and feeds it's information to the contacts--after scaling the image using the contacts' digital zoom software. This of course is assuming the display uses pixels at all, when many SR displays are described as being holographic or drawn by laser beams directly on the wearer's retina.
Now say our runner dons a set of ultrasound goggles over that? Perhaps the display renders the thermographic data as the typical false-color overlay, then shows the ultrasound info as a wireframe layer in contrasting hues over that. Menus and HUD elements are configured so that they don't overlap with one another, and various sensory types are displayed as overlays using different colors and transparencies. It might seem confusing to us, but if you've played enough video games I think you can get a sense for how this might work.