Roundstart limbs
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
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Roundstart limbs
I was browsing through the Lets Play Rimworld conversation and something occurred to me. Could we not have limbs added to character customization for roundstart? This would involve not only the presence of limbs (or not), but also the type of limb (roundstart prosthetics.)
The first can basically only serve to hinder your character, by your choice) in any number of ways. Obviously it would be weird to just have a guy hopping around on one leg (especially since we haven't added crutches or wheelchairs or whatever since the medbay revamp fell apart) but I could feasibly see characters built on backstories involve losing a limb that wasn't replaced. Maybe they were even injured on the way to the station and they have to get that figured out when they arrive (or suck it up and get to work without it because NT doesn't care.)
Similarly, we could have the same injury related backstory but that injury was "fixed" with a mechanical/robotic limb before arrival on the station. For balance purposes, we would have to limit the roundstart limbs to 0-1 per character and limit them to only arms/legs. It would add options for roleplaying without always giving a specific gameplay bonus. While robotic limbs are technically armored against certain damage types, they also require non-traditional repair methods. If we really wanted to go nuts with the balancing and such we could make roundstart replacement limbs defective in some way. (always or by random chance per round.) This would cause them to be more fragile and take more damage, do less unarmed damage, or just seize up and refuse to do fine-motor operations (like old monkey hands, for example) until they can get to a roboticist and get repaired.
There's a lot of design space here and I think it wouldn't hurt game balance if we approach this in a measured way.
The first can basically only serve to hinder your character, by your choice) in any number of ways. Obviously it would be weird to just have a guy hopping around on one leg (especially since we haven't added crutches or wheelchairs or whatever since the medbay revamp fell apart) but I could feasibly see characters built on backstories involve losing a limb that wasn't replaced. Maybe they were even injured on the way to the station and they have to get that figured out when they arrive (or suck it up and get to work without it because NT doesn't care.)
Similarly, we could have the same injury related backstory but that injury was "fixed" with a mechanical/robotic limb before arrival on the station. For balance purposes, we would have to limit the roundstart limbs to 0-1 per character and limit them to only arms/legs. It would add options for roleplaying without always giving a specific gameplay bonus. While robotic limbs are technically armored against certain damage types, they also require non-traditional repair methods. If we really wanted to go nuts with the balancing and such we could make roundstart replacement limbs defective in some way. (always or by random chance per round.) This would cause them to be more fragile and take more damage, do less unarmed damage, or just seize up and refuse to do fine-motor operations (like old monkey hands, for example) until they can get to a roboticist and get repaired.
There's a lot of design space here and I think it wouldn't hurt game balance if we approach this in a measured way.
- Qbopper
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Re: Roundstart limbs
I remember this got brought up at some point and there was some grumbling about baystation or something
personally I think it's kinda neat and not a direct upgrade, so why not? like you said, you can't slap a brute patch on a robot leg
I don't know the specific values for damage/etc. on robotic limbs though so for all I know it could be a bad idea, I just think it's a cool choice character wise
personally I think it's kinda neat and not a direct upgrade, so why not? like you said, you can't slap a brute patch on a robot leg
I don't know the specific values for damage/etc. on robotic limbs though so for all I know it could be a bad idea, I just think it's a cool choice character wise
Limey wrote:its too late.
- Super Aggro Crag
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- Qbopper
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Re: Roundstart limbs
yesSuper Aggro Crag wrote:Hook hands 4 space pirates
Limey wrote:its too late.
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Re: Roundstart limbs
Goonstation has something similar, it is a trait that gives you the basic, weak ass, borg arms.
We can always use the shitty prosthetics that medbay gets by default as the replacements, if you want to get cool ones you should really go to medbay or robotics for it as augmented or replaced borg arms have passive damage reduction.
We can always use the shitty prosthetics that medbay gets by default as the replacements, if you want to get cool ones you should really go to medbay or robotics for it as augmented or replaced borg arms have passive damage reduction.
- WarbossLincoln
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Re: Roundstart limbs
Reminds me of the fun times I had getting yelled at by admins on a higher RP server for playing a sec officer with no legs.
- PKPenguin321
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Re: Roundstart limbs
somebody add this thanks
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
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Re: Roundstart limbs
Also this
Saegrimr wrote:I do that shit on /vg/ and just yell out on the radio for someone to come drag me off the arrivals shuttle.Arianya wrote:(They also let you start the round para/quadraplegic which is kinda weird)
One time the Chef came and got me, put my stumpy ass on his table and force fed me spaghetti for an hour.
- John_Oxford
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Re: Roundstart limbs
4 types of round start synthetic limbs
standard - basic metal frame for slotting in more augments, standard damage protection ect
industrial - for engineers and the ce, comes with a sturdier frame and harder coating, along with more slots for augments and a more robust power package. more damage protection but takes longer to repair
light synthetic - for medical doctors and the cmo, much lighter, less room for augments but comes with a built in pen light and a optional pop up for conducting surgery (step selection and it shows you the next step) if its a arm. leg's just make you move slightly faster (to the point where it would only be noticable if two people had the same exact connection speed and ran a 100 tile speed test)
command - captain and maybe the hos, a plassteel frame wrapped in carbon fiber, several slots for augments
the captains is unique and has a slot that could like remove the sword from his locker and give him a arm blade that does equal damage
you could make his arm a traitor objective too
standard - basic metal frame for slotting in more augments, standard damage protection ect
industrial - for engineers and the ce, comes with a sturdier frame and harder coating, along with more slots for augments and a more robust power package. more damage protection but takes longer to repair
light synthetic - for medical doctors and the cmo, much lighter, less room for augments but comes with a built in pen light and a optional pop up for conducting surgery (step selection and it shows you the next step) if its a arm. leg's just make you move slightly faster (to the point where it would only be noticable if two people had the same exact connection speed and ran a 100 tile speed test)
command - captain and maybe the hos, a plassteel frame wrapped in carbon fiber, several slots for augments
the captains is unique and has a slot that could like remove the sword from his locker and give him a arm blade that does equal damage
you could make his arm a traitor objective too
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- cedarbridge
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Re: Roundstart limbs
I don't really know that the arms need a real stat buff. Its not really meant to be strictly better or worse. Just different.
- darkpaladin109
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Re: Roundstart limbs
Don't forget the peg legs!Super Aggro Crag wrote:Hook hands 4 space pirates
- John_Oxford
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Re: Roundstart limbs
you're using rp as a selling pointcedarbridge wrote:I don't really know that the arms need a real stat buff. Its not really meant to be strictly better or worse. Just different.
no
bad
it cant be a feature if it cant be apart of a prostratsetupminmax
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- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
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Re: Roundstart limbs
I have literally no idea how to code this somebody help.
- Okand37
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Re: Roundstart limbs
Depends, when do we get our roundstart accent injectors?
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- oranges
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Re: Roundstart limbs
the people who talked about liking this in discord sound autistic so I will deny it
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Re: Roundstart limbs
Non-functional but still attached limbs that give you a bonus to *spin when?
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