[A17] Tribal Biological Warfare

Started by O Negative, May 20, 2017, 05:42:27 AM

Previous topic - Next topic

O Negative

Tribal Biological Warfare

Summary
The idea behind this mod is to empower the tribal factions and starts with an interesting gameplay element.
The idea being the use of animal & plant biology in basic weapons; lethal and nonlethal variations of toxic buildup.
A generic "toxin" is collected and used to coat the tips of certain sharp, ranged weapons (blowguns*, bows, and greatbows).
Tribal starts have the upper hand, given that they know how to create the lethal variations of these weapons right off the bat.


Biology
A core segment of this mod revolves around biological studies.

Zoology



Cobras aren't the most deadly of creatures, but they certainly shouldn't be underestimated anymore. Their venom has been reworked so that a single bite will easily kill smaller animals, while only putting humans in bed for a while. Cobras can be milked for their toxin many times once they're domesticated. Cobras cannot be butchered for their toxin.
Animal toxin is a new resource that can be gathered from domesticated animals which produce toxin, in one form or another. Currently, only cobras can be milked for their toxin.

Botany


Healroot is an herb that is well respected for its wide variety of uses. Highly valued by tribal civilizations, and is gaining a decent amount of respect by industrial societies.

Immunology


Organics in RimWorld cannot become immune to toxic buildup. They do, however, produce antibodies capable of cleansing toxic buildup from the body. Unfortunately, organics have to be exposed to toxic buildup before the body will start to produce these antibodies. The body size and immunity gain speed of the individual exposed determines how quickly antibodies are developed. This fact puts smaller and immunocompromised individuals at a huge disadvantage.



Medical Applications
In a world where toxic buildup ravages the body of its victim, it's important to have viable treatments available.

Xerigium


Xerigium is the result of concentrating the adjuvant properties of herbal medicine at a drug lab. Capable of enhancing one's immune system. Xerigium is not effective against toxic buildup.

Antitoxin


Antitoxin is the result of concentrating toxin antibodies with some neutroamine at a drug lab. Incredibly valuable due to its applicability, complicated production process and requisite to be kept within a certain temperature range. Should be taken preemptively, when possible.



Weaponization
Using toxin in weaponry is where a lot of the real fun begins.
Mechanoids are not affected by toxic weapons.

Blowguns
Short range weapon, primarily used to neutralize "friendly" threats.
Blowdarts are minimally invasive, causing the least amount of damage possible, but are not very effective at getting the job done promptly.
Larger targets often need to be hit several times for the full effect of either variant to take effect at all.




Lethal blowgun. Best used as a hit and run/hide weapon.
Nonlethal blowgun. Best used as a way to subdue mentally broken friendlies.
Bows & Greatbows
Shortbows and greatbows are mid-range weapons with decent accuracy.
They are also much more effective at delivering lethal and nonlethal toxic buildup due to the invasive nature of arrows.




Shortbow; comes in (labeled) lethal and nonlethal variations.
Greatbow; comes in (labeled) lethal and nonlethal variations.



Please, feel free to leave any feedback you might have :D
I just prefer that you keep it constructive.

ZE

oh was going to make a mod like this.... now i dont have to, lovely lol

Draegon

This seems like a really awesome idea, I love it.