Jecrell, with the addition of werewolves, I have to wonder if you've thought about vampires (beyond star vampires, anyway). With night and day cycles, body part-specific wounds and a blood loss system in the base game, they could be implemented really well.
Here are a few ideas for mechanics I had in the shower:
-Vampirism Contraction
Initial introduction could be a scripted event, one that will occur sometime in the first X amount of time like the monolith/tree spawn, though it'd have to be at least a season or two in so as not to completely incapacitate a pawn while you're still shorthanded or even solo (and unable to feed a vampire).
-Vampirism Conversion
Pawn is badly fevered and will take several days to succumb. A) Dedicated treatment and constant bedrest will fully cure a pawn, so as not to force people into a vampire. B) You installed the mod, you deal with vampires. Medical treatment and bedrest will allow them to survive long enough to convert. Otherwise, death.
-Newborn Vampires
Upon completion of the disease, the pawn will recover fully, receive significant boosts to speed/durability/base strength and go berserk pursuing the nearest warm human body to feed upon. The first feeding will suck the victim dry, so plan ahead and have a prisoner on hand or lose either a colonist or your new vampire.
-Vampire State
In exchange for boosted bodily ability across the board and no want of traditional food, your vampire must drink every X (2-3?) amount of days or suffer progressive burns in sunlight and, if starved enough, go berserk for blood (probably a colonist's). Hunger bar is replaced by a thirst bar.
-Caring For and Feeding Your New Vampire
You can order your vampire to drink from a prisoner, or a sleeping colonist. This will inflict minor neck wounds and blood loss. When young vampires feed, there is a % chance risk they get carried away and kill their victim. The farther a vampire progresses, the more control they have (when not starving). An elder vampire never unintentionally kills his victim. There could be a second option (maybe even under the surgical menu) to mix blood while drinking to inflict the victim with vampirism (random infection chance on feeding sounds like a headache).
-Vampire Progression
The longer a vampire survives and feeds, the stronger it gets. Perhaps unlocks some sort of seduction/compulsion abilities or temporary heightened transformation. Stronger, but also thirstier. An elder vampire might take three feedings to fill its thirst bar. The cost of such powerful undead is a large and well-maintained prison.
-Misc
Vampire hunter faction, crossbows, count/countess clothing, Victorian-themed items, vampires set on fire burn more rapidly than regular pawns.
I think this could be quite balanced in having to support a bigger bloodbank the more fearsome your vampire becomes, including putting down the inevitable breakout attempts. A real madman could even go for a fully vampiric colony presiding over the mother of all jailhouses.
Here are a few ideas for mechanics I had in the shower:
-Vampirism Contraction
Initial introduction could be a scripted event, one that will occur sometime in the first X amount of time like the monolith/tree spawn, though it'd have to be at least a season or two in so as not to completely incapacitate a pawn while you're still shorthanded or even solo (and unable to feed a vampire).
-Vampirism Conversion
Pawn is badly fevered and will take several days to succumb. A) Dedicated treatment and constant bedrest will fully cure a pawn, so as not to force people into a vampire. B) You installed the mod, you deal with vampires. Medical treatment and bedrest will allow them to survive long enough to convert. Otherwise, death.
-Newborn Vampires
Upon completion of the disease, the pawn will recover fully, receive significant boosts to speed/durability/base strength and go berserk pursuing the nearest warm human body to feed upon. The first feeding will suck the victim dry, so plan ahead and have a prisoner on hand or lose either a colonist or your new vampire.
-Vampire State
In exchange for boosted bodily ability across the board and no want of traditional food, your vampire must drink every X (2-3?) amount of days or suffer progressive burns in sunlight and, if starved enough, go berserk for blood (probably a colonist's). Hunger bar is replaced by a thirst bar.
-Caring For and Feeding Your New Vampire
You can order your vampire to drink from a prisoner, or a sleeping colonist. This will inflict minor neck wounds and blood loss. When young vampires feed, there is a % chance risk they get carried away and kill their victim. The farther a vampire progresses, the more control they have (when not starving). An elder vampire never unintentionally kills his victim. There could be a second option (maybe even under the surgical menu) to mix blood while drinking to inflict the victim with vampirism (random infection chance on feeding sounds like a headache).
-Vampire Progression
The longer a vampire survives and feeds, the stronger it gets. Perhaps unlocks some sort of seduction/compulsion abilities or temporary heightened transformation. Stronger, but also thirstier. An elder vampire might take three feedings to fill its thirst bar. The cost of such powerful undead is a large and well-maintained prison.
-Misc
Vampire hunter faction, crossbows, count/countess clothing, Victorian-themed items, vampires set on fire burn more rapidly than regular pawns.
I think this could be quite balanced in having to support a bigger bloodbank the more fearsome your vampire becomes, including putting down the inevitable breakout attempts. A real madman could even go for a fully vampiric colony presiding over the mother of all jailhouses.