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Limb Overhaul - Physiology

Posted: Thu Nov 16, 2017 10:52 pm
by Y0SH1M4S73R
I had a ridiculous idea that would allow for some serious surgery fuckery and antag-induced body horror. It involves reworking the limb system on carbon mobs. Here's how it will work.

Each of the pre-existing types of body parts (head, torso, arms, legs) will be modified as follows:

All Body Parts:
Spoiler:
All external body parts have flesh. Flesh is just the hide item you get from butchering mobs. Hide inherits the color of the mob it was acquired from. Mobs can have individual external body parts (including tails and cat ears) flayed, dealing size-proportional brute damage to the part. Mobs without the NOBLOOD flag will perpetually bleed from flayed bodyparts. Sufficient application of styptic or synthflesh will regenerate the flesh on flayed bodyparts. Alternatively, adding a piece of hide to a body part via organ manipulation will give that mob whatever hide you applied to it. For instance, you can punish a lizard for being a lizard by giving them human skin.

All body parts have a variable number of attachment points which allow for the attachment of specific types of body parts. Severing a body part with one or more other body parts attached to it will drop a body part item containing the severed body part with all the body parts that were attached to it. From this item, other attached body parts and the organs they contain can be removed surgically.
Heads have no specific alterations.

Arms and Legs:
Spoiler:
Arms and legs are split into hands, feet, and limbs. What were legs are now limbs with feet attached, while what were arms are now limbs with hands attached. A limb has a single attachment point which accepts a hand, a foot, or a head. Armblades, chainsaws, and tails now count as generic limbs with no attachment points for the purposes of surgery.
Torsos:
Spoiler:
Torsos are split into to separate bodyparts - Chests and Groins. Chests contain all the organs that require organ manipulation on the chest, while groins contain all the organs that require organ manipulation on the groin. Chests have three organ slots for "left shoulders", "right shoulders", and "collarbone". "Shoulders" organs determine what attachment points the chest has on the left and right sides, while "collarbone" organs determine what attachment points the chest has on the top and bottom. The left and right attachment points, determined by the chest's shoulders, only accept limbs. The top attachment point only accepts chests and groins, unless it has a collarbone, in which case it has between one and three attachment points which can only accept limbs, hands, feet, or heads. When attaching a chest A to a chest B, you can attach chest A to B by whichever attachment point (top or bottom) A doesn't have a collarbone. When attaching a groin to a chest, you can attach the groin by the top, front, or back. Attaching a chest or groin A to a chest B blocks off whichever attachment point on A you attach it to B by.

Groins have one organ slot for "hips", which determines the attachment points the groin has on the bottom. The bottom attachment points, determined by the groin's hips, accept only limbs. The top, front, and back attachment points accept limbs, heads, or chests. The number of attachment points for limbs or heads on the back is affected by the groin's hips. The same rules of attaching chests to chests apply to attaching chests to groins. You cannot attach limbs or heads to any spare attachment points on the back of the groin if a chest is attached to the back.
Player Control & Neural Connections:
Spoiler:
A mob's brain(s) is given a list of parts in the body that it is able to control, along with a list of sensory organs it can receive stimulus from. You can surgically alter the list of a mob's limbs that any particular brain present in the mob can control.

Multiple brains can be connected to the same limb or sensory organ. Each player has individual control over which intent they use when interacting with something using an arm they can control. Movement inputs from multiple players in control of legs will stack. For instance, if Player 1 has control of x legs and Player 2 has control over y legs, Player 1 will move the mob in the direction they're moving at a speed of x/(x+y) of their full speed (as determined by other in-game factors) and Player two will move the mob in the direction they're moving at a speed of y/(x+y) of their full speed. If both players move in the same direction and with the same movement speed (walk or run), they will move at full speed.
Inventory Slots & the Health Paperdoll:
Spoiler:
The health paperdoll will dynamically alter itself in accordance with your mob's physiology. Your maximum health is also the total health of all your body parts. Mousing over an inventory slot will highlight the limb on the health paperdoll corresponding to which body part items in that slot will be put onto.

Each head gives the mob one head slot, one eyes slot, one ears slot, one mask slot, and one neck slot.
Having at least one chest gives the mob a single ID slot. Additional chests give no further ID slots.
Each chest gives the mob one under slot, two pocket slots, one suit slot, and one back slot.
Each groin gives the mob one belt slot.
Every two hands gives the mob one gloves slot.
Every two feet gives the mob one shoes slot.
Ways to Manipulate Physiology:
Spoiler:
Surgery is the most basic way to manipulate physiology. The amputation and limb reattachment surgeries are replaced with the "limb manipulation" surgery, which allows you to attach or remove body parts from whichever body part you manipulate with the surgery.

The advanced cloning console is a computer board that can be created with high biotech levels. You can manipulate the physiology and organs of any mobs in the console's record. When the mob gets cloned, they will be cloned with that physiology.

The advanced cloning pod is a machine that can be created with high biotech levels. Mobs can climb into the advanced cloning pod when it is not in use. When the advanced cloning pod is paired with a regular cloning console, the occupant can be regenerated, restoring their physiology to default (including regenerating severed limbs). This process is much faster than cloning the mob from scratch. When paired with an advanced cloning console, regenerating the occupant restores their physiology to whatever is registered in their cloning console record (or the default physiology, if they have no cloning record).
The Possibilities are Endless:
Spoiler:
  • Give yourself extra arms for the sake of robustness.
  • Harbor an antag's brain in your body with no control over anything as punishment for their crimes.
  • Surgically merge crew members together and watch them struggle to fight you.
  • Become a 3-headed long-necked lizard hydra and get lynched for being a filthy freak of nature.
  • Replace your skin with plastitanium from a golem and become heavily armored.
  • Create deranged Cronenberg-esque abominations from the contents of the morgue.
  • Upgrade the cloning console to enhance or mutilate anyone that gets cloned without needing to interact with them post-cloning.
  • Punish the filthy liggers for their tail obsession by replacing all their limbs with tails.
  • Deny a traitor their greentext by joining them to their assassination target.
  • Become a literal interpretation of the royalty on playing cards.
  • Somehow graft ash drake hide to yourself so you have inherent drake armor.
  • Gestalt ops - 5 ops, 1 body.
  • Omniling - every changeling merged together into one shit-fucking entity.

Re: Limb Overhaul - Physiology

Posted: Fri Nov 17, 2017 1:08 am
by SpaceInaba
as long as it lets robotics make msgv ROCKETTU PAWNCH hand implants

Re: Limb Overhaul - Physiology

Posted: Fri Nov 17, 2017 6:40 pm
by Y0SH1M4S73R
SpaceInaba wrote:as long as it lets robotics make msgv ROCKETTU PAWNCH hand implants
That can be done using an arm implant that grants an action that gives you a resprited changeling tentacle.
That being said, this system cold make certain arm implants into hand implants.

Re: Limb Overhaul - Physiology

Posted: Fri Nov 17, 2017 7:48 pm
by Qustinnus
i mean the top part seems doable, if not difficult.

the rest seems just very difficult, tho.

Re: Limb Overhaul - Physiology

Posted: Fri Dec 01, 2017 4:08 am
by Kel-the-Oblivious
Adding hands and feet might be cool. Give room for plenty of new augments and implants. And I like the idea of skin grafts. As a miner, the idea of covering myself head to toe in goliath or ash drake plate is amazing.

However, this all seems like a whole hell of a lot of coding to do.

Re: Limb Overhaul - Physiology

Posted: Fri Dec 01, 2017 4:19 am
by Saegrimr
What functionally would be the difference of having no foot vs having no leg?
No hand vs no arm?

If the stump only serves as an attachment point, why have that middleman at all and just make armblades/chainsaws/augments/peg legs be the whole damn limb?

Re: Limb Overhaul - Physiology

Posted: Fri Dec 01, 2017 9:31 am
by CPTANT
The change I would really like to see is that after enough limb damage a limb becomes temporarily useless.

We have a limb damage cap, but literally zero consequences for hitting that cap.

Re: Limb Overhaul - Physiology

Posted: Fri Dec 01, 2017 1:16 pm
by Iatots
Saegrimr wrote:What functionally would be the difference of having no foot vs having no leg?
No hand vs no arm?

If the stump only serves as an attachment point, why have that middleman at all and just make armblades/chainsaws/augments/peg legs be the whole damn limb?
I assume producing and attaching hands/feet will take less time and resources.
You could also have people without hands still be capable of acts like pushing, grabbing and other non-fine manipulations of the enviroment.
Also, people without arms/cyberarms should wobble slightly when walking around.