"Rampage" monkeymode (now with basic mob friends)

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FantasticFwoosh
Joined: Mon May 04, 2015 11:25 pm
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"Rampage" monkeymode (now with basic mob friends)

Post by FantasticFwoosh » #614216

Basic mobs are new and fresh but have unlimited potential, to explain the difference in them is to basically cast away the old concept of how mobs are coded, for fluid movement of one type to the next rather than stuffy childtypes and die-cast subtypes. Mainly they're perfect for this kind of suggestion.

# Rampage, Mechanics and... wait isn't this just monkeymode?

Nobody knows what exactly centcomm did to exact the wrath of the wild god, but animals are literally crawling out of the walls, even Ian is completely struck by a maddening thirst for blood as primitive acolytes waving magic wands convince every animal in their path with sentience, or least a maddening bloodlust to strike out against their persecutors.
Spoiler:
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There are 3 shrines, each dedicated to a family of animals (listed below) starting with your first founding shrine of primates. The power that the jujusticks draw from is based on a conduit of natural power gained passively on tick, and also by offering the shrine food with your hands. Collecting and harvesting food should be imperative to maintain momentum of the antagonists.

When you have enough shrines and a comfortable amount of nest spawning spots, constructing new shrines to the other to families will increase your shrine power in the world, and allow access to more powerful basic-mob mutations, and new forms. Juju nature priests are tasked with using their power responsibly and to not cripple the base.

- Juju sticks themselves have a inbuilt shamanistic communication hivemind for cohesive contact, so one monkey doesn't run off and constantly bleed natural power, or warning messages can be conveyed back.

Your mission is simple, clear the station out of intelligent crewmember life and reclaim it for nature.

# Creature Feature

## Primates
:arrow: - The initial mode antagonists who are responsible for placing the Primate shrine and its nest infrastructure including conversion.

Includes by default - Monkies < Gorillas

> Image pending

Basic Mob Mutations

- (Shrine Level 3) Return to Monke: Monkies evolves a classic monkeymode infectious bite that affects carbon-mobs.

- (Shrine Level 3) Overpowering strength: Gorillas can wrench open doors barehanded, dig & lift pullable machines overhead in a fireman's carry to throw.

- (Shrine Level 2) Gorillas : Allows monkies to evolve into gorillas after a period inactive inside the nest-site.

- (Shrine Level 1) Mark of the Wild: When the evolutionary process is complete at the nest-site, the monkey will emerge as a nature shaman, with a wand and special tiki mask equipped.

Unique animals

- (Shrine Level 2) Orangu-lankee's: Weak orange furred great apes with a human-like dexterity for complex tasks, besides their gangly appearace, they can stretch their arms with concentration to reach far away objects (perhaps to lay a tactical banana peel), and trip over far away foes.

- (Shrine Level 3) Grey Gorilla: Arguably a species or just a mutation based on whether you watched the Congo film with Tim Curry in it, is only vunerable to strong laser based weaponry, they are not hard to miss though, as they are much larger with deeper health pools and are capable of space-travel due to a lack of dependence on breathing.
## Mammals
:arrow: - Includes, many kinds of creatures but many of them do *NOT* come from the shrine or nest-sites themselves, and are instead recruited directly by the wand-waving primates which the mammal shrine is a prequisite. They can return to the shrine on level 3 to recieve their specific evolutionary upgrades, while more sentient bears will be spawned from the nest sites with suffient natural energy.

Some animals you may recognise: Dogs, cats, bears, mice, cows, foxes are all fair-game.

> Image pending

Unique animals (Shrine Level 3)

- Moonicorns: Magical cows, strikes of their horn infuse their opponents with Paxium, rendering them mostly helpless. Quite good for riding atop of.

- Were-Corgi: Ian releases the fury within, distorting into a large apex predator with fangs teeth and claws, no love resides in their heart anymore as they tear apart the HOP and station crew. Posesses increased regeneration, takes extra damage from chaplain equipment.

- Fox Burgular: Vent navigates and can instantly swipe items from inventories, with a limited field of invisibility for disruption of the station staff.
## Invertibrates
:arrow: - Glass cannon recruits who die easy but spawn in multiples and do not usually require to be recruited, instead being spawnable directly in from the nest sites reasonably cheaply, conversion does not work on xenomorphs, but giant spiders spawning in mid-round can be affected.

> Image pending

Unique animals

- Mariacha Roach (Shrine Level 3): Energetically dancing, this mariacha roach is a joke in battle, but its encouragement causes animals to move and swipe faster in its presence.

- Caltrop Webspinner (Shrine Level 3): A large spider that weaves feetsnares, & webs but is otherwise weak with poison. Only spawns singuarly at a time rather than a usual insect nest 2

- Giant ant (Shrine Level 2): A mediocre combatant with one handed slot, provides adequate support to the rampage team and multiple ants can be spammed and left mindless as a defence.

- Moonlight Snail (Shrine Level 1): Leaves bioluminescent trails through dark areas to help the team through dark areas, and can on cooldown emit blinding flashes of light.

Spoiler:
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