Ludeon Forums

Ludeon Forums

  • December 05, 2021, 10:37:50 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Evolution, human subspecies, traits, and so on.  (Read 3748 times)

sadpickle

  • Colonist
  • ***
  • Posts: 387
  • Refugee
    • View Profile
Re: Evolution, human subspecies, traits, and so on.
« Reply #15 on: November 12, 2016, 04:17:52 AM »

I don't think the game needs another layer to buff stats, which is already out of control and in the realm of Steve Rogers-esque "peak human" derp with drugs and bionics. It drains challenge from the vanilla game when you can make superhuman assassins that can outrun and outgun everything. It's fun, for about 15 minutes, then it's just sort of meh.

I think backstories that altered looks more, with for example vatgrown people having special glowing eyes or wild hairstyles that aren't hair (tubes or freaky tentacles), would be welcome. The game can always benefit from more diversity among pawns, as long as it fits Tynan's lore.
Logged

Wex

  • Colonist
  • ***
  • Posts: 788
  • Hired Assassin
    • View Profile
Re: Evolution, human subspecies, traits, and so on.
« Reply #16 on: November 12, 2016, 08:17:35 AM »

You do realize the epitome of modern soldiery is a soldier that can think for themselves and take initiative, right? The whole reason modern militaries have chains-of-command below the company level is due to increased need for small-tactics and flexibility. When the sergeant in command of the squad gets killed, you want a soldier to be able to stand up and take command of the squad, not just herp a derp under fire until another officer/NCO can take command.

This isn't the 1800's, where armies stood in blocks and blasted at each other.

Not to mention: orders aren't exactly spelled out with steps labelled. Even in small unit tactics, orders usually encapsulate ,' Hey, squad one, take that house!". Everything else is up to the soldiers in the unit. You want intelligent soldiers, capable of thinking for themselves, specifically so you don't have to hand-hold them through tasks. Hand-holding soldiers means more multi-tasking, meaning more complicated orders, meaning more things can go wrong

Stupid soldiers who stand around and wait for orders are the exact antithesis of modern (and future) warfare.
I do realize that. I also realize that the military is using robots. You know for menial or dangerous task. And what is a vat grown soldier, if not a biological robot?
Also, don't forget the Frankenstein syndrome http://medical-dictionary.thefreedictionary.com/Frankenstein+Syndrome.
Normal people won't proably want them to be smart.
Logged
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

Alpha393

  • Colonist
  • ***
  • Posts: 124
  • Your friendly neighborhood Mechanoid
    • View Profile
Re: Evolution, human subspecies, traits, and so on.
« Reply #17 on: November 12, 2016, 09:25:06 AM »

I don't think the game needs another layer to buff stats, which is already out of control and in the realm of Steve Rogers-esque "peak human" derp with drugs and bionics. It drains challenge from the vanilla game when you can make superhuman assassins that can outrun and outgun everything. It's fun, for about 15 minutes, then it's just sort of meh.

I think backstories that altered looks more, with for example vatgrown people having special glowing eyes or wild hairstyles that aren't hair (tubes or freaky tentacles), would be welcome. The game can always benefit from more diversity among pawns, as long as it fits Tynan's lore.
Give them a downside for every upside, fine tune it until they're on the same level as basic humans overall. 'Just because you're stronger doesn't mean you're better' kind of thing. Also, dual wielding shotguns spiders. Admit it, that sounds terrifying.
Logged
Pages: 1 [2]