*DLC Suggestion:* Wasteland, madmax, fallout style rimworld

Started by Lightzy, August 20, 2021, 10:17:27 AM

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Lightzy

Terrain and regions:

1) Volcanoes/vulcanic terrain:
*Occasional vulcanic eruption (extremely dangerous).
* Geothermal vents mainly appear here and very little in other biomes.
* Lava flows that can't be crossed (allowing for interesting choke points for defense, an idea which was brutally and stupidly destroyed with every second raid containing sappers).
* Some VERY fertile land (much more than usual), but mostly rocky.
* Little to no animal life
* Unique resources.

2) Radioactive Wasteland terrain:
* Radiation increases tumor chance, lowers immune system function.
Some areas of the local map
* Little fertile land, plants and animals may mutate (giant corn for tons of food? 3 headed elephants?).
* Pawns may mutate, where most mutations have pros/cons to them.
* Unique monsters (such as zombified people, ghouls, etc) with unique and expensive pelts etc.



ETC!

More ideas that could be interesting:

1) Water conservation (adding water as a resource to the game, required for farming, for drinking, for cleaning, can be stored in water towers, pumped from rivers lakes and/or aquifers, taken by buckets, whatever.

2) Vehicles (because my power-armored laser-gun bionic limbed marine squad is taking donkeys out to trade, wtf), requiring garages, upkeep, fuel, spare parts etc.)

3) Mutation (as per above):
Animals/humans mutate. Perhaps some ideologies abhor or adore mutations, where the most mutated colonist is made the ruler of the colony etc.
The more a colonist is exposed to radiation, the more mutation chance and the more mutations progress.

Mutations come with pros/cons.
For example:

"Bugman Mutation"
*stage 1: A layer of chitin begins to cover the body (+armor, -beauty)
*stage 2: Begins to secrete insectoid pheromones, cannot use complex weapons (bugs do not attack him unless he attacks first, can only use natural weaponry (insectoid claws)
*stage 3: Loses ability to communicate, loses almost all human intelligence, cannot do anything except beyond dumb labor.
Conversely, morale always stable, is twice as fast, armored as though wearing recon armor, natural weapons hit like trucks and melee skill raised set to 15.

OR:

"Brain Overgrowth"
Stage 1: Brain begins to grow. Head appears somewhat distended and slightly misshapen.
Cannot wear hard helmets. Gains level1 interest in all skills, +4 to all skills.

Stage 2: Brain matter begins to erupt in hideous moving tendrils through the eyes, ears, nose and mouth.
-4 to beauty, cannot speak, hear or see. Breathing is reduced to 20%, -14 to all skills.
Gains psylink level 4 and 6 random psychic powers.
(essentially a weak larval stage)

Stage 3:
The 'human' head is no longer visible. Just a mass of brain matter tendrils skinned over translucently. looks sort of like a D&D mind-flayer except weirder.

Gains back all lost skills, needs only 25% normal focus to cast psychic powers, doesn't generate neural heat. Sees/hears psychically at 125%.
Always surrounded by a natural, superior-level, personal shield generator (and thus cannot use firearms).
Musculature is atrophied as all nutrition goes to the brain. Legs are no used for moving, arms too weak for competent melee. A pure mutated psyker.
Floats above the ground and moves at 125% normal speed.


ETC.

Just ideas. The examples don't matter, but the feel of wasteland/mutation/fallout/madmax is something rimworld is made for