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When things go wrong they REALLY go wrong...


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A.K.A. The Psych / Cannibalism / Parasite update...

I'm proposing the concept that the dupes do not have a hard enough time with the dangers already present in the world and that they are having a rather too easy time of it. For the players that have reached a relative level of stability every time they found a new colony the game isn't quite difficult enough therefore a "Hard Mode" type option when starting a new game would be an ideal way to access the proposed ideas (At least during testing) for those that wish to delve into the dark secrets of the underworld. 

The changes can be basically divided into 3 categories, the first two are devoted to making things more chaotic so that when things go wrong they can really go wrong. While the latter is concerned with adding dangerous parasites to the world that make sure even a stable colony can be prone to psych issues.  

Dupe Psychology

Altering Dupe AI to add Psychological issues that influence behaviour, Adding 3 new objects Psych Bay, holding cell and Restraints Rack, 4 new research items, Psych Bay, Stun tool, Holding Cell, Restraints and 3 new Jobs, Restrain, Psych Training, Psych Treatment.  

  • Dupes have a 20% chance of developing a psych condition for each 1/2 cycle when under stress, 50% chance when witnessing the death of another dupe.
    • Expands upon and incorporates existing stress responses.
      • ADHD (Mild)- Dupes work faster, use their energy reserves faster, eat the same amount of food but also have a 25% chance of having an accident and damaging tools / equipment.
      • Depression (Mild)- Dupes find their lot in life starts getting too tough and began to withdraw and spend increasing amounts of time in places they find cosy. Mild
      • Psychopathy (Mild)- Dupes becoming increasingly uncaring about the safety of themselves and others and take risks they would otherwise not take. 
      • Mania (Dangerous)- Dupe goes on a rampage destroying objects in its path and resists capture by fleeing, requires cornering by other dupes to capture. 
      • Schizophrenia (Mild)- Dupes Start seeing things that aren't there and have a 30% chance to flee in a random direction and abandon their task at any time. 
      • PTSD (Mild)- Dupes work slower, require more rest and have a 45% chance of abandoning their task when startled by another dupe walking past. 
      • Bloodlust (Dangerous)- Dupe goes on a frenzied killing spree with a 10% chance of losing bloodlust upon each murder, quick capture is essential! 
      • Cannibal (Dangerous)- Dupe develops the taste for other dupes and starts to commit crimes of opportunity, walks around looking for a Dupe that is alone and bumping them off followed by eating them. Seeks out corpses before committing a murder, requires Dupes as food every 14 cycles. 
      • Stress Prone - Incurable condition that encompasses existing stress mechanic
  • Objects
    • Psych Bay
      • Requires 1 Holding Cell per Psych Bay, Stun Tool and Restraints, must be placed within a close proximity to a holding cell.
        • A chair that has shackles and a helmet attached to a large monitor, the affected dupe is shackled into the chair and the helmet is lowered onto their head while the operator uses the screen to assess them. When administering the treatment the Dupe receives mild electric shocks via the helmet that induce fatigue, once fatigue gets too low the dupe accrues health damage meaning that the dupe can be killed by the treatment if things go wrong. Requires dupes be placed in holding cell to rest before treatment if fatigued.
          • Jobs
            • Psych Training: Psych bay operation requires training in order to operate upon researching, Dupe spends 1 cycle at vacant machine learning to operate it. 
            • Treat (Psych): Dupe spends 1 cycle in treatment while Operator sets dupe up and walks away for 1/2 a cycle while analysis is done then operates psych bay for 1/2 a cycle. Has a 60% success rate for mild issues, 30% success rate for dangerous ones. 
    • Holding cell
      • Holding cell can be used to restrain dupes before psych bay is researched providing criteria are met: Stun tool and Restraints
        • A bed and bucket contained in a cell of iron bars, Dupes that are a danger to others are placed in here. Requires stun tool and Restraints for operation. 
          • Restrained Dupes are placed into the holding cell and particularly dangerous Dupes have a 15% chance to K.O. their captor and escape while still restrained. If restrained Dupes escape and remain uncontrolled for 1/4 of a cycle they "break" their restraints and recommence their Psych related activity. 
    • Restraints Rack
      • Stores 5 sets of restraints, Dupes will come and collect restraints as required when Dupe is stunned. Restraints prevent restrained Dupe from performing any activity. Restraints require other dupes to be within close proximity to remain valid, As above if Dupe is left alone or uncontrolled for 1/4 of a cycle they "break" their restraints and recommence their psych related activity. 
  • Research Abilities
    • Stun Tool, adds ability for all Dupes to activate "Stun Gun" which fires a single stun beam with a 5s charge before firing and a 30s cool down, Any Dupe the beam hits is stunned for 2 minutes. Dupes only shoot stun gun at target if the target is within range however they do have a 75% chance to miss and do not take into account dupes that may wander into path of beam. 
  • Restrain (Psych) Job
    • Job is automatically triggered by Dupes that witness Any Rampaging or Murdering Dupes
    • Job is Priority #1 for dupes in the vicinity, other dupes may come from further afield to help if they aren't currently occupied in a critical task. 
    • Dupes pursue target, attempt to stun target.
    • Once target is stunned, a dupe will run to the restraints rack to restrain the stunned dupe while other dupes stand guard should the stun wear off. Dupe is then escorted to nearest unoccupied holding cell. 
       

When things go wrong they really go wrong...

Getting enough food can be a serious issue and when the food supply is sufficiently low and dupes are starving the option of cannibalism becomes all too real.

Once the Hunger becomes too much for the dupes to cope with they will reluctantly eat the dead first with a 30% chance of developing cannibalism and a 40% chance of developing PTSD. If no corpses can be found the player is able to designate a Dupe to be sacrificed with a "Sacrifice for the greater good" Job that only becomes available once all dupes are sufficiently hungry. However, to eat fresh Dupe meat is to risk a psychological penalty in and of itself. Dupes have a 15% chance of developing a serious psychological issue from the following list: Psychopathy, Bloodlust, Mania, Additional Stress Prone conditions, a 30% chance of becoming a cannibal and a 40% chance of developing PTSD.

All of the creatures!

  • Parasites!
    • Dupes can catch parasites that randomly select from the list of psych issues that subtly alter Dupe physiology during the process. 
      • Mild conditions caused by water borne parasites cause dupe eye colours to change to green as they perform the negative psych action.
        • Dupes waste products are contaminated and require handling while wearing atmo suit or there is a 40% chance of the dupe working with the waste catching parasites themselves. 
      • Dangerous conditions caused by gas borne parasites cause dupe eye colours to change to red as they perform the negative psych action. 
        • Dupes can pass parasite on to all other dupes they come into contact with, fortunately the chance of transmission is low 10% however the medbay used must be sterilised or there is a 100% chance the next Dupe to be treated in the medbay will catch it. 
          • Adds Sterilise (medbay) Job, Dupe requires atmo suit and 1 cycle of work. 
    • Dupes can catch a food borne parasite from wild meat called "Aufblassen" (bloat in german) if it is eaten raw, Dupes begin to put on weight over the period of 30 cycles before finally dying and farting out a cloud of toxic gas. If the corpse is eaten by cannibals they have a 100% chance of catching it as well. 
    • All parasites can be treated via the medbay with a 30% chance per treatment, Dangerous parasites require the holding cell to store dupe in, determining if the dupe has a psych problem or a parasite is up to the players discernment.
      • Adds ability for players to change Job of dealing with restrained dupes from Treat (Psych) to Treat (Medically) and alters Medbay to behave in a similar fashion with similar research requirements to the Psych Bay. (I.e. requires 1 dupe to operate from a screen that has undergone medical training)
        • All Dupes that are showing symptoms of parasites must remained shackled to the bed during treatment and placed back into holding cell if unsuccessful. 
  • Mobs!
    • Add another couple of biome specific mobs that can be used as a source of wild meat in mid-late game in order to increase risk of Aufblassen appearing. 
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6 hours ago, Gnomesbury said:

A.K.A. The Psych / Cannibalism / Parasite update...

 

Once the Hunger becomes too much for the dupes to cope with they will reluctantly eat the dead first with a 30% chance of developing cannibalism and a 40% chance of developing PTSD. If no corpses can be found the player is able to designate a Dupe to be sacrificed with a "Sacrifice for the greater good" Job that only becomes available once all dupes are sufficiently hungry. However, to eat fresh Dupe meat is to risk a psychological penalty in and of itself. Dupes have a 15% chance of developing a serious psychological issue from the following list: Psychopathy, Bloodlust, Mania, Additional Stress Prone conditions, a 30% chance of becoming a cannibal and a 40% chance of developing PTSD.

I like your suggestion, but we need mustard on research tier 4.
You gave your thread formatting so much love, that i must hug you virtually!

hug.jpg

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This would be pretty cool. Even if it dosent hit the real game, it would be a really fun mod to see developed if you have a way to go about doing it.

I have my doubts it would actually hit the live client just cus of Klei's tendency to shy away fron anything cannibalism related. However they have considered it for DST, so the possibility is there. Seeing as that was a player x player environment, cannibalism with dupes may be a lot more realistic to implement. 

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But honestly, even disregarding the whole edginess and all the ideas that 14 year olds consider cool, the biggest problem with balancing ONI is that all of it is "front heavy" - hard on noobs, easy once you figure it all out.

Take slimelung for example. Noobs lose colonies to it on normal, then they learn to spam deodorizers and store slime under water and slimelung becomes a minor annoyance.

All of the suggestions here are of this type - if you play badly, the game becomes harder, but if you play well, you don't notice them.

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