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From Russia with Love 2020


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Dear developers! Maybe it's time to introduce new mechanics to the Game? =)

I will extract my ideas of 2017 from the archive

Sorry for my bad English =)

From Russia with Love!

 

1.Leviathan upgrade (on/off in options)

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To make late stage of the game more interesting.
Possible names depending on the nature of the origin and the algorithm of evolution:
Aggressive Tumor, Harmful Biomass, Furious Genetic Ooze, Unstoppable Hydra, Cosmic Mycelium, Giant Amoeba, Asteroid Tentacle, 1000-Feet-Oxygen-Eater

Leviathan-Base.thumb.png.8dd4dcf65f54a806dfe23f4cd1804671.png

How it works:
Monster generates on the map randomly.
It takes up the space randomly - about 10 neighboring tiles with a "Central Nucleus" (1 tile size, grows with the Monster).
It slowly consumes the resources around Itself and grows - Its structure replaces randomly selected neighboring tiles.
It grows all the time and may eventually grow to huge size.
Different algorithm of selecting a random tile to absorb is possible depending on the hardness of the material of neighboring tiles and the taste preferences of the Monster.
Depending on this, the Monster can have different shape of the "body" - asymmetric sphere, snowflake, mycelium, etc.
The average growth rate +10% from Its size for the cycle (the larger the body the slower the growth).
If a "tentacle" finds the cavity with oxygen, a significant increase in the speed of the Monster's local growth happens.
Accelerated local growth in the area with oxygen is added to the usual cyclical increase in the Monster's growth
(+100-300% to local growth depending on the amount of oxygen).
Meanwhile oxygen is absorbed by the Monster.

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A local increase occurs in the direction to the source of oxygen (gaz vent, algae terrarium, etc.).
When the Monster penetrates to the base of the Player there is a rapid growth of the Monster's "tentacles" filling the free space of corridors and rooms and oxygen absorbing.
The equipment, wires, pipelines are destroyed or simply blocked and temporarily not working (until they will not be cleared from the Monster).
Partial absorption of the wall blocks is possible.
When one tile of the Monster is destroyed by Duplicants, a small amount of dirty fluid and poisonous gas can be released (25-50%).
It can damage Duplicants without exosuits.
The infection of Duplicants with a new form of the disease is possible.
Due to the rapid regeneration, the Monster's tile  is destroyed as long as granite.
Near the Monster Duplicants experience severe stress.
Duplicants can have effect of "Ugly crier".
You can block a strong increase in stress with a special "Pill of bravery".
To block penetration of the Monster on the base there are special armored tiles (which are very expensive to produce and require rare materials).
For the complete destruction of the Monster Duplicants must reach its "Central Nucleus", which is situated in 10 initial (first) tiles of the Monster.
The regeneration of the Monster's body around the "Central Nucleus" is considerably increased.
Duplicants can cut off the "tentacles" - a separate part of the Monster dies and ceases to grow.
The Monster does not attack Duplicants.
It protects Itself by high stress of Duplicants, poisonous gas and quick regeneration.

Leviathan-Nucleus.thumb.png.b37f1497c04f18ee3f2b9c5d1db17fb0.png

Explanation for the picture: Duplicants try to make the corridor from the armored tiles in the body of the Monster to get to Its "Central Nucleus".

 

to be continued...

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If you crave for new content, KLEI is working on DLC for ONI and it should be released soon (my guess- early 2021)

About the Leviathan - I like the idea a lot!

After some time, ONI becomes more and more easy, with little challenge. Many people agree that it would be nice to add lethal germs or aggresive monsters, even alien invasion, but your idea is more unique and better fits ONI. This is not a game about combat and warfare, but about colony management, and big parasite who steals space and emits poison gasses would work much more better :)

Some additional ideas from me:

  • central layers require higher skilled dupes to deal with
  • dealing with central layers can be lethal for your dupes for some reasons, you must be careful
  • when parasite reaches certain areas, it gains new abilities, making it harder to deal with (eg. it uses diamonds to harden its skin)
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2. Fog of war:
- ability to configure visibility for the Player 
(You can reduce visibility for the Player to 0 tiles - the Player doesn't see anything "over the wall");
- ability to configure visibility for the Duplicants (on/off)
(limit of Duplicants' visibility - in a dark cave Duplicants see only three tiles around themselves);
- light sources increase the zone of Duplicants' visibility; 
- mobs disappear out of sight of Duplicants and the Player (on/off).

1347618460_Fogofwar.thumb.png.e9d61c3a7b75d917360dfe177ce921a1.png

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On 11/4/2020 at 1:05 PM, FominArtem said:

Thank you my friend for the addition and a good review! When I wrote this post in 2017 there were no diamonds yet) Please add your ideas and additions here.

Every contribution brings the game forward, great stuff !

I was always hoping for boss mobs in the game - Enemies which scale in difficulty, depending on the players current colony strength. How great would it be to fight off stuff in a shared colony, run by 4 online friends ? Building defenses together ( if the players chooses to activate such battle activities in the colony ).

5 diamonds for your ideas and ONi graphics :ximage.thumb.png.1b7531a948998dbce9bb9dc6a292df44.pngimage.thumb.png.1b7531a948998dbce9bb9dc6a292df44.pngimage.thumb.png.1b7531a948998dbce9bb9dc6a292df44.pngimage.thumb.png.1b7531a948998dbce9bb9dc6a292df44.pngimage.thumb.png.1b7531a948998dbce9bb9dc6a292df44.png

image.thumb.png.c2d0ef60ce5a551ab91f1b15691c2017.pngimage.png.5ef21f7029314c1a0ee2316b93a65bc1.pngVerlobungsringe, Eheringe & Diamantschmuck | Diamonds Factory

Still hoping for a diamond-heavy-industry-drilling-machine :anonymous: ...or that we can rob chests full of diamonds.

More loot !  :black_eyed:

image.thumb.png.8623d9c3d65acef2bfaf7eae432cbc0a.png

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I really like the leviathan monster idea. It would work perfectly with both the game tile system and Klei artstyle (just look at Griftlands). I can already think about 3 different variants of them:

1. Parasite - would grow towards oxygen and water (any type) breaking walls along the way. Once it finds some it will start consuming it and leaving CO2 instead. It could connect to pipes and power cables draining oxygen, water and power.

2. Goo - would rapidly expand in all directions changing tiles into itself (mining the tile would grant the absorbed resource). Goo tiles would get progressivly harder to mine if not removed quickly. It would absorb walls and entomb buildings.

3. Kraken - this one could brak walls and spawn tentacles that damage pipes, buildings and passing dupes (or just stress them heavily).

Each of them would have ahrd protective shell around it`s core requiring a highest level miner to break. They would take longer to break harder materials and the only thing imprevious to them would be bunker tiles/doors. This would alos give us uses for bunker tiles outside the surface.

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The leviathan idea made me think a lot for a past several days, few from the ideas on this forum made me do so, good work :D

I had some more ideas for it:

  • Tentacles emmit germs in a small radius. 
  • In addition, infected creatures and dupes can spread the leviathan infection
  • Plants infected by leviathan germs stop growing
  • Creatures infected by leviathan germs become aggresive (even if in stables) - think of rabies
  • After few days, dupes infected by the germs cease to exist in most gruesome and macabre way - think of alien on nostromo
  • Infections caused by leviathan germs can be cured by vets and doctors (yes, vets!)

This expands this really nice idea of creeping tentacles by adding additional dangers and implements the most obvious ideas that repeat on this forum - lethal germs and aggresive creatures. This addition is not as unique as the leviathan idea itself, but IMO it fits nicely to the idea how to make game harder and the asteroid scarier.

Another idea I like in the leviathan is the stress reaction. Currently, all my dupes are quickly happy, 0% stress, high morale, so this is a nice idea to trigger stress late game. However, when I hear about ancient tentacles growing in the deep, dead but dreaming, I think of nobody else but Cthulhu himself. And what he was doing best? Dreams. So, here I got few more ideas:

  • Sleeping dupes can have a bad dream
  • The closer are dupes to the nearest tentacle, the higher chance of having bad dream
  • Having bad dream increases stress for several turns
  • Waking up from the bad dream trigger stress reaction (despite stress level).
  • Doctors can prepare sleeping pills. Dupes who eat such pill cannot have bad dreams this cycle and they are not affected by noise (snoring) while sleeping. However, dupes can oversleep and be late for their shift.

Honestly, I really like the idea of the Leviathan. It's maybe not a DLC material, but would fit well in a free pack or mods. I avoid mods that change the game too much, but this one I'd really like to try :) Maybe even one day I will learn to mod the game only to implement this :D I am really hyped for it right now :D

If you have more ideas not related to the Leviathan (like the darkness one) I'd suggest to create new threads for them not to mix them with leviathan

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Very creepy, bro!)) I am glad that my idea was picked up and developed. I have all your thoughts. I just left room for creativity for other people and developers.

My other ideas are not so important. But they raise this topic up and more people can get acquainted with the idea of Leviathan.

Thank you Sasza22 for the feedback and development of the idea.

Pether, the "dream idea" is great!

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3. On all fours

Duplicants are able to move on all fours (without exosuits) in tunnels of 1 tile height. 
Their movement speed is reduced 2 times. 
The speed of construction, digging and repair in this situation is also reduced 2
 times. 
Duplicants in a narrow tunnel get additional stress.
It is possible to get the effect of "Claustrophobia" (for a while they can refuse to go into tunnel of 1 tile height and get additional stress in tunnels of 2 tiles height, Duplicants can't use lavatory - they are afraid of being in it).

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4. Outdoor clothes hanger (clothes rack)

The outdoor clothes hanger is designed to accommodate clothes for automatic changing. When the Duplicant runs past the outdoor clothes hanger, he/she/x stops nearby and changes the clothes he/she/x is wearing to the one that is placed on the outdoor clothes hanger. You can place one item of clothing on the outdoor clothes hanger. The outdoor clothes hanger has dimensions of 1 cell wide and 2 cells high.

For example: You can put the outdoor clothes hanger and place one warm sweater on it before entering the cold biome. The Duplicant will automatically put on the sweater before entering the cold biome and will remove it when he/she/x returns.

You can assigenment the outdoor clothes hanger to a specific Duplicant (as cot or mess table).

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5. Rack for gun-tools, workbench for the production of gun-tools

Developers can add rack for gun-tools on which Duplicants store and charge the gun-tools for the job. The Duplicant "does not take out of his pocket" any necessary gun-tool, but must first take it from the rack. After working, the duplicant returns the gun-tool back to the rack for recharging. Water and electricity must be supplied to the rack (either manually supplied with water, manually charged with replaceable batteries). Up to 4-6 guns of any type can be placed on one rack at will. Racks for gun-tools should be placed in convenient places for use. Gun-tools and replaceable batteries must be produced on the workbench.

Types of gun-tools: “gun-drill” for mining and harvesting, “gun-build” for construction and repair, “gun-water” for extinguishing fire and watering plants, “gun-kill” for battle, etc.

At the beginning of the game there is a stock of gun-tools and replaceable batteries for gun-tools.

If there is no electricity and the replacement batteries run out, Duplicants use pickaxes for mining.

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21 minutes ago, FominArtem said:

5. Rack for gun-tools, workbench for the production of gun-tools

I wouldn't force dupes to run to the rack every time they need to do something, that would slow everything down. Instead, let them have all basic guns in their pocket as it is now, but advanced guns could be use to make things better/faster/reach farther. 

Nice idea, I like it :) It could allow build 4-tile-height rooms without ladders and new dupes arriving at cycle 500 could use them to super-duper mine harder rocks without required skills

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New perks in medical perkline - "emergency" and "surgeon". First for help dupes damaged in battle on site, second for hospital care.

Stimpacks for immediate help when in battle.

Armored suits and bioprotection suits.

New perk in research perkline - "alien research", opens some biomaterials.

Dupe contacted with monster in a long time gets "Germ-resistant" perk.

Dupe contacted with monster transforms to monster tissue or new monster with some chance.

:)

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