New Event: Resurrector Mech Serum downpour.

Started by Call me Arty, February 14, 2018, 04:10:24 PM

Previous topic - Next topic

Call me Arty

  The rain is. . . heavier. The air tastes more. . . metallic? An odd feeling overcomes the colony. Something's off. This feeling spreads throughout their homes, from cook to soldier, and it creeps into the shallowest of graves and deepest of tombs. The lids of sarcophagi shift aside and piles of bodies from the most recent sieges awaken anew.

   "Man, that's so damn overpowered. You're just going to bring people back from the dead even though you didn't risk anything to get them!"

   Now, hold on. Firstly, your pawns aren't the only thing that's dead on the Rimworld. Maybe you've had a raid or hunting party recently. Maybe it's cold. . . maybe. . . there's something left of the bodies you didn't burn or butcher. Something angry that wants it's revenge on those who killed it and left it to rot. Sure is a shame those low-quality weapons and armor weren't worth the walk and back from the storage room, huh?

   Secondly, resurrections aren't clean. You've got resurrection psychosis, and the chances for both blindness and brain damage. Sure, this is good for any raiders you left out. . . but loved ones laying in their tombs, only to return as a drain on the colony? Sure, someone's wife is back! A mother and father are reunited with a son! Two battle brothers are reunited after one risked themselves to save the other. . . is it really a boon, though? The longer a body is out and rotting, the more wretched they are as they return. Building a Cryptosleep casket for every time a doctor wasn't fast enough to treat an infected leg, or every time a wimp died in the heat just doesn't make sense. Thus, you are not getting your best from the dead, you're getting the previously rotted remains of now-zombies. You keep them around, and they can just about headbutt a wall. Do you choose to kill them a second time, or banish them? Now, the loss is fresh once again in the minds of those close to the doubly dearly departed.

Though, you might just get lucky. Your jack of all trades who became a master of all skills and friend of every colonist. A pawn so beloved that the resources required to offer even the slightest chance at a return at the cost of leaving someone who is still alive stranded on the Rimworld, was well worth the price. Perhaps it was a personal favorite of the one pulling the strings of this world. Regardless, you have the chance to bring them back without the need to risk any more lives. They'd just come back to haunt you anyways, for what you've done.

Or you know, you could just roast the losers once they hit the ground and stop moving.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

Alerter

#1
My first impression: xD
I just imagined how after giant raid this event will allow my food revived enemies to just flee with their gear.
But seriously, what could possibly go wrong?  :D

sick puppy

Quote from: Alerter on February 14, 2018, 04:20:10 PM
My first impression: xD
I just imagined how after giant raid this event will allow my food revived enemies to just flee with their gear.
But seriously, what could possibly go wrong?  :D
this
and the op is what i used to imagine most mods would be like in any game. never was a big fan of them either. big head mode? flying in gta? wtf just play the damn game
but you know what? i now DO wanna see this in a mod AND install and play with it. granted, i suddenly will see the need to build a giant rock prison around a geyser and keep the deceiced in there, but still. would be funny every now and then. i'd probably even force this event on a special map of mine every season or so in scenario editor just to screw with the game. also, playing on cassandra extreme so that it has lots and lots of possible targets.

doomdrvk

This is honestly a great mod idea, maybe we could coax the creator of chemical rain into adding this as a separate mod. Though of course any other modder could take on the task.

Call me Arty

 Can I ask why you all see this as a mod rather than a part-of-the-game event? I understand that it's very different and extreme compared to other events, but not so much when I thought about it more. Any revived colonists are likely to be blind, brain damaged, and/or insane, but so are enemies. At the same time, you might get lucky or just run a clean colony. Overall, getting back one colonist because you maintained them well isn't too different from getting a refugee or slave, most dead colonists who are buried anyways, and are unlikely to come back, and your enemies are easier to fight than the first time around, though still a potential threat.
Really, most "Events" are just kinda. . . occurrences. "Solar Flare? Welp, keep the walk-in freezer shut, don't want anything spoiling." "Infestation? Get the shotguns, melee up front." "Thrumbo? Snipe it, lead it to the turrets." Really, the only major outlier is a Siege. It just feels far more intense and outstanding than any other event. I want something else as cool an neat as that is.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

sick puppy

#5
i see it as a mod because i've never been a fan of resurrection in the first place, which is another reason why i dont play b18. the game was designed around the idea that you can lose pawns and that they're gone forever. losing body parts in other games is very harsh, here, most can be replaced. but losing/getting back a whole pawn? come on, that just undermines the whole idea of the game.
as a mod however, i could totally see it. i have read about so many different weird mods, i am sure it fits in just perfectly.

Call me Arty

Quote from: sick puppy on February 15, 2018, 12:36:34 PM
. . . the game was designed around the idea that you can lose pawns and that they're gone forever.

If I may respectfully disagree, the game isn't about losing pawns, and having them gone forever. It's about telling stories. You don't often see stories about this game that simply say "I lost a pawn." They have histories, legends, tragedies, each pawn is a book. I don't expect you to read the whole thing, but look at how much of a story I got out of a pawn preparing to die, dying, dead, and the process of undeading him. As cheesey as it may sound, what other game or story can attest to the awesomeness of a Cyborg back from the dead on a quest for vengeance upon the space pirates who killed his friends and family. It sounds like a script straight from a B-quality Sci-Fi movie, but we have the reasons for it that we don't need to fit in a hour and a half. Why they have their bionics, why the loss of those close to them was a real blow to them, why the pirates are a threat, etc.
It's a tragic event, to be sure, but one to add to the stories of Rimworld. NPCs aren't returning with off-color skin or eyes, we aren't fighting a bunch of nameless zombies groaning "brains", we're adding to the myth of our colonies for when they finally end.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

sick puppy

yeah you see, here is where our opinions differ on reanimation.
you see it as a story telling device, i see it as a story ruiner device.
why would anybody care about losing a pawn when they can just bring them back? it's the same reason why harry potter had so many anti fans along with their fans. they never gave the franchise a chance because they were like: "yeah with magic everything is possible. so there arent any stakes"
but in comparison to rimworld where magic doesnt exist, you cant just bring people back from the dead. harry's parents are dead and there is nothing he can do about it. which is good, because that means that here are stakes. you can easily kill someone in their world, just a spell, takes a second, but you wont be able to bring them back the same way.
many people dont like superman either because whenever he gets killed, he just comes back.
the wolverine and deadpool CAN be killed, but it's very hard to do. that's why they have less anti-fans. in the worst case people just dont know about them. you can barely see any haters.

to me it's the risks involved that make for a good story, not what actually happened. i guess i am old school. i like thrillers. i dont need in your face action, horror and nudity. i am fine if the characters just talk about it. like the movie 12 angry men. kids would say nothing happens in the movie, which is kind of true, it's just 12 men arguing in a room, but the topic they argued about was interesting. and to me lotsa deaths, reanimations, shooting tons upon tons of enemies isnt what makes rimworld fun to me. i can have tons of fun with the rich explorer alone fending off tiny raids. it's the fear that something MIGHT happen to him and that i wont be able to heal his ass what keeps me playing the game. if i can just get him back no problem, i'd go play superman or supermario, you cant kill/easily respawn there aswell.

death being final is what makes roguelikes what they are. that, and their difficulty (to me). save scumming ruins the game experience. it's also why the players of games like "dont starve" dont get the option to save scum. people that still want to have to use big work arounds that dont work particularly well. heck i heard you are supposed to play that game without knowing anything about it and dying over and over again, losing hours if not days of playtime.

buuuut as said. that's just me. if you like reanimation, you go, bud

Call me Arty

Quote from: sick puppy on February 15, 2018, 10:57:03 PM
yeah you see, here is where our opinions differ on reanimation.
you see it as a story telling device, i see it as a story ruiner device.
why would anybody care about losing a pawn when they can just bring them back? it's the same reason why harry potter had so many anti fans along with their fans. they never gave the franchise a chance because they were like: "yeah with magic everything is possible. so there arent any stakes"
. . .
buuuut as said. that's just me. if you like reanimation, you go, bud

Alright, if you don't like resurrection, that's your deal. I still refuse to play non-wizards when I can because a few games have spoiled me with really good magic systems, guess that's kinda similar (exceptions include: Giant metal surboards on sticks that the game tries to convince me are swords, and guns/crossbows). However, resurrection isn't riskless. I could understand some qualms about perfect resurrections, but this isn't it. You could inject a corpse the second it hits the ground, and they could still end-up blind, brain-damaged, and insane. Seems balanced for getting your best [insert skill here] in the colony.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

Alerter

#9
I can kinda agree with sick puppy. When I first saw resurrector mech serum I was like, "what?! why?!". For me its also very strange thing to involve something like that. But the thing is, those devices can't be made by humans. I suppose they were found on those mystery computer planets in RimWorld universe (you may check planet types), but I might be wrong. Anyway, I like the idea that resurrection is super rare thing and if we will have downpours from time to time (even if they may happen once in few years), whole concept of the game will be changed (at least for me). Good point: some people are finding the most enjoyable part of the game in story, not only in gameplay. World, where life has a little value and countless wars with countless resurrection processes are happening over and over again? No, thanks.

P.S. for those who wants to read about planet types. Archotech paragraph is about "computer planets".