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Topics - Archadeas

#1
Mods / [Mod Request/Idea] Genetic Superiority
September 06, 2016, 11:08:37 PM
This idea is mainly based on the idea of cloning super soldiers and bio weapons. This should come with risks and flaws, at least in the beginning, rogue clones, mutations, abominations, etc. This tech shouldn't be limited to humans, imagine a Werewarg or a man bear with augmented armor plates, reinforced skeletal structure, Bionic ripping claws, using traits from your colonists and trained to destroy. The clones should still be mid to late game techs, and span into far late game, with advancement increasing the usefulness and safety of cloning, though costing more. A clone setup from earlier tech can be useful for mass production, but late game tech can make clones that live as long as normal pawns and even have better stats, its all down to what you are willing to pay.

First, I want to talk about flaws of this.
-Short Lifespan (Clones are prone to lower lifespans do to accelerated growth)
-At risk of genetic health problems
-Mutations (Not only a health risk, but can lead to other issues)
-Rogue primal anger (Keep guards posted in labs or your techies might be killed by their own creation)
-Expensive and time consuming. Both power and resources would be needed to advance this, as well as blood samples from colonists with the traits you want to use
-Volatile nature (Just because it didnt kill you right away, doesnt mean it cant still go rogue or develop a violent nature, especially if its part animal)
-Low Initial skills (They start from nothing, they are literally born yesterday, but this also means they can usually do anything)
-Mental defects (Some clones are limited in mental capacity, especially animal hybrids, the smarter the animal, the less likely this is to happen, but even human clones can be at risk)
-Clones are sterile (Clones make poor clones and can no longer be used for genetic research)

Pros
-Disposable soldiers, workers, or war beasts
-Selective traits
-Initial stats can be very high
-Can learn (In most cases, clones can learn like any other pawn, though some defects can restrict this)
-Usable Organs (All pure human clones should have usable organs)
-Research is Critical (Advancing research makes defects easier to counter and can make clones more useful, but tends to increase costs significantly)

Extra stuff
-Blood Bags (A medical supply to combat blood loss, donors take a hit and must recover and its not as efficient going in as coming out, but as long as its kept cold and usable it can save soldiers and other critically injured units. Human clones and prisoners make cheap blood banks, but always remember not to draw too much, or it will kill them)
-Blood Samples (Taken from living subjects, colonists, prisoners, and animals, it should store genetic dna of those creatures and affect what the clone will have as starting aspects)
-Harvest augments(And potentially organs/limbs) from corpses as long as they are fresh and not destroyed


#2
Fair warning, this topic is more of a jumble of ideas, most relating to a more raider-ish colony, but also has other applications like visitor adjustments.

Considering that most of these idea have been implemented already into Prisoners & Slaves and the Hospitality mod I will consider this topic not needed anymore.

-Colonist House Arrest-
Take a colonist to their room before they break, when they are dazed/soft broken, or after tasering them after going berserk, they will be placed in their room, fed, and treated like a prisoner, until released by the warden, allowing recovery periods for more volatile colonists.

-Prisoner Slave Colonists-
The slave system is a replacement to the current system, as I feel its too easy to get an insane amount of colonists(and overwhelm yourself) from prisoners. It adds a bit of RP and I am saying they can be used for cleaning, farming, mining, animals, and crafting(a big one), but bar cooking, research, construction, medical, artistic, military, and social, as these are high risk jobs that trust is needed. It allows "Cheap" colonists that can have lower moods with far less effect and less breaking. When they break, detain them.

The ability to keep prisoners as slave labor by use of collars, cuffs, and thanks to pirate merchants, exploding(Thank you Fallout series) and shock collars(more humane). Prisoners will try to escape if their mood is too low, slaves bought from pirate ships now will act like the new slaves and slaves that are 80% mood or better can be freed and join the colony, at 35% or lower, slaves will try to escape, 10% or lower and they may revolt and fight back. Shock collars incapacitate the target almost instantly, allowing for recovery, exploding collars take the prisoner's head off instantly on command, both should be controlled by a command station that a pawn(the warden) needs to press a button or just activated at will(up to mod author). Wardens will not try to recruit them and they will still sleep in the prisoner beds, but will not be restricted to only the room their bed is in. A new set of options might be needed though, allowing specific jobs(cleaning, cooking, crafting, etc), restricted areas, and assigning of beds(please). Normal collars just make it easier(and cheaper) to work with and control, but cannot be used to stop a berserk slave, maybe also allow it to be put on tamed pets.
Bindings and shackles allow you to keep a prisoner slow, reducing their speed and global work speed, but reducing their likely hood of running away(when combined with a shock collar, this makes them far easier to control) The smithy will be used to make these (or a slaver bench). Full restraints might be useful to keep a slave immobile, but limits what they can do entirely(they can eat and pass out on the floor, 100% immobile, 100% reduced global work speed, terrible mood), might be useful to keep prisoners helpless when you have too many and have spare steel with no shock collars. Slave crypto sleep?

-Visitor Restrictions-
The simple Ability to restrict visitors to an area or make them not open restricted doors -_- I feel this should actually be in the game already as I have visitors going berserk every other day(if I am lucky), visitors stealing my food, then leaving saying they hated me. Too many times have I had a berserk visitor walk into my living quarters and kill everyone in their rooms before the guards can respond(so much so that at one point I started putting turrets in all the rooms) -_- They still tend to kill my entire pen of animals far too often(4 alpacas, 12 rabbits, 5 squirrels, a warg and my starter dog, before I promptly murdered all 9 visitors on a genocidal rampage)

-Visitor Laws and Punishment-
Make it so you can set laws that visitors need to follow(like no stealing food or being violent) and if they are broken, allow them to be arrested freely. This honestly should be in the game too... As above, I have arrested downed berserking colonists and become hostile to the faction, it ends up being more worth it to become everyone's enemy to just stop them from coming. I have had my entire colonies food stocks obliterated from 3 visitor groups popping up at the same time(like 2 second interval) and eating 15 peoples worth of food in my colony of 4, before promptly murdering all 4 and all the animals in the area less than a week in...

-Trader Stall-
Make an area that traveling traders can set up shop, maybe not even a building, just a zone, this is similar to visitor zones. It makes the trader more accessible and again, out of the way. Maybe also set up a stall to sell food to visitors, a simple hot meal would sell well when you don't want to face prison.

-Feeding Visitors-
Now something a little more to help be more friendly, a designated area or stockpile object that allows you to feed visitors food that colonists wont try to eat from, allowing the visitors to eat without resorting to theft as above. Maybe also allow poisoning meals by making poisons from medicine to make poison meals (preferably ones your colonists wont eat).
As said below, the addition of hotels, inns, and paying for food would also make this a legitimate business, take the beauty of the living conditions into account when pricing. People that refuse to pay, don't get to rest in the room, don't get to eat(and if they do, its theft).

-Visitor Logic-
If a visitor is starving, depressed, cold, injured, near madness, why not just leave? Instead they stand around and take it out on my poor colony... Before I take it out on them.

-Armored Pets-
We all want to send a pack or heavily armored(maybe specialized armor), blood thirsty wargs to rip the face off that poor fleeing bandit...

-Locked Doors-
Please, for the love of all that is sanity, allow locked doors that no one can open(prisoners, visitors, colonists), and is toggled by a colonist "Switching" it or have a second option to make it so only a specific colonist may open it. This allows an actual armory and keeps the cleaner out of your room at night.

-Guard Positions and Patrol Routes-
A simple marker area to post guards that will protect the area without needing to be drafted and will move to each guard position they are assigned to to cover say a doorway. They will only do this when they are "working" and have no better job to be doing. Might be good to also have set times to patrol/guard.

-Sprinkler-
Something simple, the popper works well, but is a one time use and is messy, but a sprinkler system would be more effective, though cost energy to maintain. This and a fire extinguisher would make my designated fireman far more effective during dry storms.

-Gas mechanics-
Fill a room with a deadly nerve agent, send the special forces with gas masks in with a smoke grenade and tear gas, make a raider filled room explode with flammable gas and a striker. Steam could be an effective weapon, defense, and alternative heat source when not used for power

-Ransoms-
Captured that group of wandering visitors, sell them back to their community for a little profit, all you need is a comms device.

-Chemistry Lab-
Make medicine, explosives, toxins, everything you need here

-Oil Random-
Oil well, refinery, generator, trade, profit?

-Torture-
For when just shooting and capturing a Pirate isnt enough, this RP friendly idea is that you can torture, amputate, and break a prisoner, new torture devices(the rack, pillory, iron maiden, red irons) and a designated torture room allows for a more raider/ pirate feel to your colony, perfect for psychopaths. This does cause major injuries but the benefit is that bad(and good) traits are lost and can develop more psychopaths for the colony.

-RNG Raiding-
Keeping to the raider theme, get a party together, stock them up with food, weapons, and armor, build a raider party structure and send them to attack a nearby colony(a colony of a designated faction), injuries, deaths, loot and prisoners are determined by the raiding parties equipment and if they have food stocks. The raiding party structure/zone can only be built near the edge of the world, when sent out to raid, they will leave the map and when/if they return, loot, prisoners(downed and injured), and the party will appear from the edge of the map and return to duty, allowing you to collect the loot and plan the next raid.

-Wire Fencing-
I know this must have been requested a lot, but I still would love a chain link fence to section off an industrial area or a prison yard, it doesn't stop bullets or support ceilings, maybe even have it be climbable unless you opt for some barbed wire tops, great to keep the zombies out while you carry on like normal, visitors screaming for help as they try to find shelter.

-Cyber Hounds and Synths-
Extra robots to attack and maybe later be made and modified, adding chips with "Surgery". The institute would be proud. I miss Mechanical Defence 2 Droids -_- so bad, but I am getting use to MAI(if the visitors would just leave me alone)

-Air Filtering-
During events that cause breathing and poisoning issues, some areas will need air filtered to maintain life, some gear like gas masks can also help with poison, but not air quality. Air quality comes from mining deep into mountains, anything with an overhead mountain roof will degrade air quality over time and become unbreathable. Air vents would be needed for under-mountain buildings, air recyclers, and air filters.

-Chemistry-
This is a mod I am considering making myself if no one is interested in making it. The idea is to break down materials and grow/mine plants and minerals, the use a chemistry station to break down components, do reactions, and make useful chemical compounds.