Chemical weaponry, hazardous materials, and robot allies

Started by ParagonTerminus, July 20, 2014, 05:39:25 AM

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ParagonTerminus

Here are some random ideas:

1. Chemical/biological weapons. I want raiders to be able to lob chlorine gas canisters at my door, and for my colonists to come out blazing with gas masks.

I know the first thing you guys will say is that Tynan already shot down the idea of hostile air, but hear me out. This gas would be a temporary effect, only valid during combat. It shouldn't cause any logic issues with food consumption or anything like that because it'll just dissipate after 2 minutes.

2. Hazardous materials. Here's an idea I gained from S.T.A.L.K.E.R.: what if the world had some strange artifacts and materials lying around which give your colonists bad effects if you go near them unprotected? You would need to research proper protection gear (gas masks, hazmat gear, anti-radiation suit, etc.) to bring them back to your research table, where each artifact would unlock a new research: new energy weapons, radiation-launching mortars, etc.

3. Allied robots. Every time I look at a mechanoid, I wonder why the hell I can't have it fighting for me. Maybe not even fighting: maybe just cleaning, repairing, making food, etc. A high-level colonist that never sleeps, never eats, and (for balancing) breaks down after spending 2 minutes in the rain.

My balancing suggestions for this are:
-Robots break down after 2 minutes in the rain
-Robots move slower than colonists
-Robots have a higher chance of being stunned by attacks
Hi there! I hail from the Sky9, FTL, and Katawa Shoujo forums, so if you're on any of those, I (might) know you.

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BetaSpectre

Radiation resistance is a trait and uranium is around so this leads me to think it'll be here., robots shouldn't be so easy to break IMO but for balance they'll explode for some reason I'm sure. Like the idea of bio weapons and I want more apperal like masks and backpacks :3.
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                           TO WAR WE GO

ParagonTerminus

Quote from: BetaSpectre on July 20, 2014, 05:44:05 AM
Radiation resistance is a trait and uranium is around so this leads me to think it'll be here., robots shouldn't be so easy to break IMO but for balance they'll explode for some reason I'm sure. Like the idea of bio weapons and I want more apperal like masks and backpacks :3.

One of my colonists for my main game already looks like a total badass, and a gas mask would make him look like some kind of god of badassery.
Hi there! I hail from the Sky9, FTL, and Katawa Shoujo forums, so if you're on any of those, I (might) know you.

Now carry along, I'm sure the guy below me has something interesting and contributive to say.

Damien Hart

1. I like the idea, but the question is balance. Real chemical/biological weapons can kill with mere seconds of exposure, but that would be very much overpowered in RimWorld, as obtaining gas masks would be purely luck based. Specifically what effects would you want with chemical weapons? Because if no one happens to rock up in a gas mask (or when apparel vendors make their way into RimWorld, one happens to pass nearby with a gas mask), then you'll effectively be left without any defence against them.

2. Definitely something I'd like to see, especially hazardous ship parts that, rather than corrupting colonist minds, corrupted their bodies if they were nearby, and even corrupted the landscape in the same manner as the fertiliser pump. Rather than disposal using the research bench though, a special workstation that you need to research in order to dispose of them and unlock their secrets.

3. Mixed thoughts on this one, but maybe best left to the modders.

ParagonTerminus

Quote from: Damien Hart on July 20, 2014, 07:10:34 AM
1. I like the idea, but the question is balance. Real chemical/biological weapons can kill with mere seconds of exposure, but that would be very much overpowered in RimWorld, as obtaining gas masks would be purely luck based. Specifically what effects would you want with chemical weapons? Because if no one happens to rock up in a gas mask (or when apparel vendors make their way into RimWorld, one happens to pass nearby with a gas mask), then you'll effectively be left without any defence against them.

2. Definitely something I'd like to see, especially hazardous ship parts that, rather than corrupting colonist minds, corrupted their bodies if they were nearby, and even corrupted the landscape in the same manner as the fertiliser pump. Rather than disposal using the research bench though, a special workstation that you need to research in order to dispose of them and unlock their secrets.

3. Mixed thoughts on this one, but maybe best left to the modders.

1. The whole point is that Rimworld has a storyteller that makes things interesting, right? So basically gas attacks would pop up once or twice before you get a gas mask, just to show you that they exist and to add a certain surprise, and then once you get your own gas mask by any chance (such as a colonist spawning with them) then your enemies suddenly get way more aggresive with their gas weaponry.

2. Yeah, imagine for example an artifact that slowly enveloped the world with some horrible matter and any colonists touching it would get a DOT effect. Then researching it would allow you to get some OP energy weapon because it's so hard to acquire.

3. No, I think hauler robots would really help, considering my colonists seem to hate moving anything around.
Hi there! I hail from the Sky9, FTL, and Katawa Shoujo forums, so if you're on any of those, I (might) know you.

Now carry along, I'm sure the guy below me has something interesting and contributive to say.

bjo0rn

Robots would make sense if they ran on electricity. Power consumption and charge time would be an excellent balancing mechanisms.

Halinder

As for your number three, there are mods currently allowing robotic companions. Here's a link to a really good one: http://ludeon.com/forums/index.php?topic=3612.0