Let's talk about HDW for a bit.
Keeping in mind we voted for it looking for an art to do social/combat perception, not buffs, and voted it in based on the following fluff/key concept:
The art seems to be fundamentally about connections; seeing and touching upon them.
Seems pretty great right? Well instead we got one actually useful perception tech and by cap a social screen. Other than those we got
2 buff techs that are basically a poor imitation of our innate Domain effect (seriously what use is a Short-duration allies-only support buff that isn't even Perfect).
That said, the themes of the art are definitely reasonable enough for LQ to keep (and indeed its insight has been voted in), and Canto is all kinds of nice:
Upkeep tech that gives us Far-range vision within our music (including our Mist) of anything that isn't trying to hide? yes please. This effect is what we actually want for advanced perception, and by itself is the reason current plan lines keep HDW equipped in our combat/adventure loadout. It helps that the G3 potency isn't a big deal here because we're not really using HDW to oppose enemy techs (RME is what we have for enemies trying to hide).
Still, it's not great for an art in our loadout to contribute so little, especially since we'll be replacing it in social settings with PMR+MSS before long. For this there are 2 options:
- drop the art from our build entirely.
- This is somewhat unsatisfying because unless we get an advanced skill that mimics Canto, we're losing a fair bit of utility.
- We're only freeing up 2 meridians and not 5, because head meridians are limited by social arts. We can only get ~4 freed up if we're willing to drop RME in social settings as well, something I'd be against because you probably don't want to drop your primary perception art ever, especially one with hard-to-notice extra viewpoint constructs and an ability to deeply analyze something.
- Attempt to modify HDW so the currently-useless techs actually contribute meaningful utility to our build.
- This is where the idea of modding HDW with a communications aspect comes from. This is a mod that's very in-theme for the art's basic fluff and 'connections' core concept, we have both thematic (as outlined by Erebeal) and mechanistic reasoning for why such a mod would be possible(see later), and we even have Bian Ya to poke in music club if we're struggling because her build is all about leveraging wind-themed 'connections' into buffs, social/combat perception, and powerful communications.
- And in terms of utility, having some basic capacity at communications is pretty damn nice for our build in a scout role, pairing nicely with high range scrying and our high mobility. And it's not something that the G3 potency matters all that much for because again, not really opposing enemy techs with it.
- Plus Sixiang is still very much a thing, and can both buff HDW-techs for us and possibly learn enough to pick up some communications of their own.
As for how we might go about it, here's a possible mechanistic take on how we can modify HDW buffs into comms:
- If we think of arts like arcane machines, art modding is digging into the guts of that and tweaking some valves and maybe cannibalizing less useful parts to fit together a "feature".
- For HDW, the idea would be to take the buffs, drop the power and effect strength as much as possible to amp up the range, and then either cobble some protocol for converting minuscule buffs/feedbacks across links into rudimentary comms, or to lean on the 'connections' keyword to apply it in a more literal sense.
- While doing that, try to make sure the comms aren't an open-channel broadcast, maybe using the muffle tech as basis (and possibly even cannibalizing that; I'd be pretty ok with sacrificing the last 3 techs to get a functional ~2km secure-ish radio, with better range to high SL's)
So for the pretty damn low cost of 1 AP we get the following:
- Experiment with art modification before we're stepping into full-on successor creation.
- Sacrifice some useless build flub to gain useful utility we'll be using for like the next 8 months+, and could build upon later if we want.
- Get a cool project to poke Bian Ya about, something pretty flattering considering we're basically inspired by her here.
Seems to me like a better option than e.g another explore action (which has like a 20% of being something decent and like a 50%+ chance of just giving us a bit of yss), and a better target for art modding than ENM where the current idea is to modify the Memory keyword hoping to get Dream, except art modding is a lot less reliable[1] than that and if we want to disassemble the core-concept of an art I'd prefer to do it after we have access to workshops.
[1] Art modification by rules-as-written is pretty bad, basically:
• pick a keyword to disassemble
• after disassembly, you're presented with a list of possible keyword replacements based on the art and what LQ knows
• after selecting one of those, get uncertain results based on the selection