franelasd Posted March 14, 2025 Share Posted March 14, 2025 The new change that enabled diseases on Bionic Dupes is only making them less usable compared to normal duplicants. Bionic Dupes already have the disadvantage of using power instead of food. If you use a coal generator to charge a single Bionic Duplicant, you would need 960kg of coal, or 1440kg if using the extra 2 battery skill. Bionic Dupes can't touch water and early game will hit you hard if you lack reed fiber and a good built base. If they touch water, you will end up with 100% stress in 300 seconds. Bionic Dupes Have a short amount of morale boost and you will always go with the booster skill tree if you want to have something that is usable. With this said. Why make them susceptible to diseases? Idea: - Give diseases a hazard level. - Given the hazard level, make them use an x% amount extra of Kj/s to suppress the germs in their system. - The germs are suppressed in the Gunk and, it will have the most suppressed germ at some percentage of the suppressed quantity. - Gear Balm and Fresh Oil will automatically give the Bionic Dupe the Disease it contains (Phyto Oil now retains the Slimelung). (They are basically putting a big amount of germs in a short time through their system and is not suppressible ) Pros: - Bionic Duplicants will be at least usable and worth the price of the DLC - Diseases will be less annoying but you will need to do the basic anti-germ mechanic to clean the gear balm or the fresh oil. (Even if we don't have anything that punish the player for not removing germs of the normal dupes bathroom closed loop) - Fun? Cons: - Changes in the code that could potentially annoy the Klei dev team. Link to comment https://forums.kleientertainment.com/forums/topic/164852-bionic-duplicants-and-diseases/ Share on other sites More sharing options...
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