New Types of Mechanoids

Started by Penguinmanereikel, July 11, 2017, 01:52:25 PM

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dkmoo

Quote from: Penguinmanereikel on July 14, 2017, 05:27:23 PM
Quote from: dkmoo on July 14, 2017, 03:16:18 PM
FLYING MECHANOIDS!!!

Can move thru any terrain or structure but receives no cover bonus. Its attacks can also partially bypass target's cover bonus. Targets get cover boost from roofed area  :) :) :)
I see what your vision is, but there's nothing in Rimwold that actually flies. I think we need flying birds before we try to wait for flying enemies. lol

Well, there are "flying" mortar shells so I think the base mechanic is there. Hopefully tynan can build it out in a later alpha.

Penguinmanereikel

Quote from: dkmoo on July 14, 2017, 06:48:51 PM
Quote from: Penguinmanereikel on July 14, 2017, 05:27:23 PM
Quote from: dkmoo on July 14, 2017, 03:16:18 PM
FLYING MECHANOIDS!!!

Can move thru any terrain or structure but receives no cover bonus. Its attacks can also partially bypass target's cover bonus. Targets get cover boost from roofed area  :) :) :)
I see what your vision is, but there's nothing in Rimwold that actually flies. I think we need flying birds before we try to wait for flying enemies. lol

Well, there are "flying" mortar shells so I think the base mechanic is there. Hopefully tynan can build it out in a later alpha.
I'm not sure if the mechanic of mortars is actually the same thing as something flying over everything. For all we know, it could be that the point of explosion is predetermined, set off at a certain time (found by dividing the distance by the speed of a mortar) and a sprite of a mortar flies over everthing on a higher layer. I could be wrong, but I don't think it's the same thing as a pawn existing on a higher layer.

Razzoriel

Quote from: Penguinmanereikel on July 14, 2017, 05:27:23 PMAlso, I understand that only shocking pawns would keep them from being OP, but it doesn't really make sense why they would only shock you and not melee you to death.
More rudimentary mechanoid slave colonies. Dead slaves don't work.

Experiments on rimworld colonists by other races/humans with this mech; catch them alive, bring them back, if the mech is destroyed, just build another...

The thing is that by having such a mech, it'd incentivize melee as they'd close in quite fast.

Penguinmanereikel

I thought of a new type! Underground mechanoids!
This one cannot be attacked until a humanlike gets in range of its melee attack. It will then pop its vicious head out and start beating down humans. It can be attacked by ranged attacks when over ground as well. They would also obviously just roll under your defenses.
I'd call them Dirt Serpents. (Moles and worms as underground enemies feels too overdone, so let's use a serpent)
Until they let their heads up, you'll only see a sprite of a mound moving across the map.

Trblz42

How about a screamer type 1 mecha? For those who haven't seen the movie series Screamers, check http://screamersencyclopedia.wikia.com/wiki/Screamer_Type_1

Basically it's a robot circle saw blade moving in the ground with the following characteristics: low visibility (=hard to hit), minimal armour, fast moving, targets anything alive that moves or makes sounds (fires weapons).
In Rimworld, i would add  ignores deadfall traps, follows console orders but its AI goes easily berserk
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