[Mod Request] Symbiotes

Started by Cardbo, September 16, 2015, 01:03:56 PM

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Cardbo

Basically prosthetics for prostiphobes.  Not sure how much could be done.  It would basically be a body-suit that couldn't be removed,  other clothes couldn't be worn over it, and prosthetics couldn't be used with it, but it would self-repair over time, even amputation(days potentially), provide a small amount of armor, have a fairly good melee attack, and provide small amount of bodily enhancement.

As to where it came from, not sure.  Thoughts on that?

EDIT: Maybe as a tamable jelly-like animal?  You could add a bill to graft the animal to a colonist.

Cardbo

Been looking at the mod Xpets https://ludeon.com/forums/index.php?topic=15370.0 .

Maybe some sort of substance could be harvested from the slimes and used to make the symbiote.

milon

#2
Why make it non-removable?  The colonist shouldn't need it to live, right?  The symbiote may die without a host (degrade over time, regardless of indoor/outdoor/temperature) but the colonist should be able to keep living without it.

Also, you might want to consider a variety of symbiotes, like ones that improve eye sight, or manipulation, or movement speed, etc.

Where it comes from: Lots of room in the lore here.  It could be a forgotten animal experiment - there's LOTS of those already.  It could be something that got mutated by an Evil Ship part.  It could be rarely dropped from an Exotic Goods trader when you buy something (ie. it was hitching a ride on the cargo pod, and is of totally unknown origin).

Cardbo

Quote from: milon on September 19, 2015, 10:46:37 AM
Why make it non-removable?  The colonist shouldn't need it to live, right?  The symbiote may die without a host (degrade over time, regardless of indoor/outdoor/temperature) but the colonist should be able to keep living without it.

My thought was to not it make too powerful, so that there would also be some downsides to using it.  Does the colonist have a burning passion for shooting?  The symbiote provides a bunch of melee benis, but less so with shooting.  Also want to make it less powerful than a fully cyberized colonist.  You get a few quick perks, but its not as strong as if you had just taken the time to craft bionic parts.  And it you can't remove the symbiote, it will make you consider whether you want to use it on a given colonist a little more closely.

Quote
Also, you might want to consider a variety of symbiotes, like ones that improve eye sight, or manipulation, or movement speed, etc.

Possible idea for later.  Don't want to start too ambitious.  I don't even know if my ideas are possible with the game engine.

Quote
Where it comes from: Lots of room in the lore here.  It could be a forgotten animal experiment - there's LOTS of those already.  It could be something that got mutated by an Evil Ship part.  It could be rarely dropped from an Exotic Goods trader when you buy something (ie. it was hitching a ride on the cargo pod, and is of totally unknown origin).

Lots of good ideas here.

MMAciek

Shit, why it's die? That's its great idead! I need this <3
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Stand among the millions of dead souls and ask them if they honor means something. Silence will be your answer.



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RedPine

Implementation: Armor, Implant, or Race.

Armor: You can take it on and off at will, though the equip time should probably take awhile.  Prevents wearing armor in the same slot.  Not sure how hard it would be to let armor heal limbs, or make armor heal itself.  Maybe the armor would need to be invincible?

Implant:  You can't add or remove it except through surgery/events.  Does not prevent wearing armor in addition to the implant, though maybe armor could add a -100 mood debuff.  If you made it similar to the psionic 'implant' from worshipping anima trees, it shouldn't trigger bionic related moods.

Trait:  Can't be added or removed outside events.  I'm not sure what you can do with traits alone, but you could probably combine a trait with an implant.

Race:  Can't be added or removed, though race might be changeable via event.  Not sure.  Can make apparel specific to that race, and prevent normal apparel from being worn.


Balance:

Higher food costs would be a big one, along with adding bloodlust/cannibal traits/needs.  Chocolate should probably fulfill the 'violence/cannibal' need, that would give a purpose to farming cocoa.  If need isn't met, go crazy as per luci.

Bonuses should probably focus on combat and healing instead of crafting.  Symbiotes should be special pawns, not the backbone of your sweatshop.  Good abilities would include a short range jump, an "entangle" ability equivalent to the stun/burden psycast, and stronger melee.

Samapple31

Born with pleasure and patience.