Give botany a man-eating Venus fly-trap that will work like the cook's gibber. Feed it and tend to it enough and it turns into a shambling mound, a ghost role similar to the cook's Cak. Obviously lock it behind some convoluted process. Say the man-eating plant has a low chance of mutating when harvesting replica pods.
I dunno about giving it abilities but since the idea's here some fun ones: the ability to grow plants on yourself and manufacture chems produced by those plants. Give it only one usable hand, the other is a tentacle similar to the ling's. Or give it no usable hands and two tentacles.
I'm aware of the other shambling mound idea, this one's better.
Carnivorous Plants and Shambling Mounds
-
- Joined: Sat Oct 01, 2016 7:47 pm
- Byond Username: Dagum
-
- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Re: Carnivorous Plants and Shambling Mounds
Not sure,how better,because this idea needs more development. But what is good ideas:
1.plant,which can be feedes with mob.
2.more botany mobs.
3.Helpful mob.
4.I had idea of turret-plant,which can be planted on floor.
1.plant,which can be feedes with mob.
2.more botany mobs.
3.Helpful mob.
4.I had idea of turret-plant,which can be planted on floor.
- Kel-the-Oblivious
- Joined: Mon Nov 23, 2015 7:32 pm
- Byond Username: Kel the Oblivious
Re: Carnivorous Plants and Shambling Mounds
A plant golem could be pretty cool for botany, allowing them construct and recruit help from the ghosts. However, it should start off pretty weak and slow, the various stats and traits changing its abilities, while its special power would be healing in light, and gaining additional traits depending on what the seed has. Make their blood count as whatever chems they are injected with, but aren't affected by them at all, and the various traits provide bonuses or abilities.
Potency: Determines melee attack force. 10 brute at 100 potency
Yield: How quickly they restore blood
Production Speed: How quickly they recharge powers
Maturation Speed: This can't be changed, so no effect
Lifespan: Just that, after it is passed, the plant golems takes rapid cellular damage
Age: Starts at zero and ramps up
Endurance: Maximum health pool
Weed growth rate: Causes damage ranging from 0 to 100, depending on growth rate. Yes, a growth of 10 will one shot the golem into crit
Weed vulnerability: The chance for the golem to take damage with each growth cycle
Perennial Growth: Increases health slightly
Weed Adaptation: Lets them heal by drinking fertilizer
Fungal Vitality: Removes damage from being in darkness
Separated Chemicals: Prevents bloodchems from mixing until activated. Suicide plant golems
Liquid Contents: Brute damage of sufficient force causes their blood to spray out like Bubblegum, apply the reagent like a spray
Gaseous Decomposition: Causes smoke clouds to erupt with sufficient brute damage
Densified Chemicals: Starts with 200% blood
Slippery Skin: Can't not be grabbed or pulled
Hypodermic Prickles: Inject a small amount of bloodchems with a touch
Capacitive Cell Production: Allows them to recharge items like an inducer at cost of health
Electrical Activity: Power that makes the next touch stun at cost of health
Bluespace Activity: Lets them jaunt like a bluespace golem
Bioluminescence, Red Electrical Glow, Strong Bioluminescence: Varying increases in light
Shadow Emission: Reverses healing to healing in shadow, being damaged in light, and provides night vision
Fire Resistance: Makes them fire proof
As for turrets, botany already has one of the best defense systems in the game: THE BEES! All you need to do is keep the beekeeper armor on, and have them produce lethal/stunning chems on an injection. Having a swarm of bees injecting Beepsky Smash is an amazing defensive system. Just need to worry about people in hardsuits.
Potency: Determines melee attack force. 10 brute at 100 potency
Yield: How quickly they restore blood
Production Speed: How quickly they recharge powers
Maturation Speed: This can't be changed, so no effect
Lifespan: Just that, after it is passed, the plant golems takes rapid cellular damage
Age: Starts at zero and ramps up
Endurance: Maximum health pool
Weed growth rate: Causes damage ranging from 0 to 100, depending on growth rate. Yes, a growth of 10 will one shot the golem into crit
Weed vulnerability: The chance for the golem to take damage with each growth cycle
Perennial Growth: Increases health slightly
Weed Adaptation: Lets them heal by drinking fertilizer
Fungal Vitality: Removes damage from being in darkness
Separated Chemicals: Prevents bloodchems from mixing until activated. Suicide plant golems
Liquid Contents: Brute damage of sufficient force causes their blood to spray out like Bubblegum, apply the reagent like a spray
Gaseous Decomposition: Causes smoke clouds to erupt with sufficient brute damage
Densified Chemicals: Starts with 200% blood
Slippery Skin: Can't not be grabbed or pulled
Hypodermic Prickles: Inject a small amount of bloodchems with a touch
Capacitive Cell Production: Allows them to recharge items like an inducer at cost of health
Electrical Activity: Power that makes the next touch stun at cost of health
Bluespace Activity: Lets them jaunt like a bluespace golem
Bioluminescence, Red Electrical Glow, Strong Bioluminescence: Varying increases in light
Shadow Emission: Reverses healing to healing in shadow, being damaged in light, and provides night vision
Fire Resistance: Makes them fire proof
As for turrets, botany already has one of the best defense systems in the game: THE BEES! All you need to do is keep the beekeeper armor on, and have them produce lethal/stunning chems on an injection. Having a swarm of bees injecting Beepsky Smash is an amazing defensive system. Just need to worry about people in hardsuits.
The master splicer, the bitch queen of mining, and some crazy ligger peddling you medicinal marijuana.
Super Aggro Crag wrote:Kel is a genuine Cool Oldfag
- Cobby
- Code Maintainer
- Joined: Sat Apr 19, 2014 7:19 pm
- Byond Username: ExcessiveUseOfCobby
- Github Username: ExcessiveUseOfCobblestone
Re: Carnivorous Plants and Shambling Mounds
Obv plants v zombies ref opportunity hereSelea wrote:Not sure,how better,because this idea needs more development. But what is good ideas:
1.plant,which can be feedes with mob.
2.more botany mobs.
3.Helpful mob.
4.I had idea of turret-plant,which can be planted on floor.
Voted best trap in /tg/ 2014-current
-
- Joined: Sat Nov 11, 2017 11:11 am
- Byond Username: Serpentarium
Re: Carnivorous Plants and Shambling Mounds
Yes,plants vs zombies.
Hmmmm....Looks like we are near some brilliant idea.But can't catch it.
Hmmmm....Looks like we are near some brilliant idea.But can't catch it.
-
- Joined: Sat Oct 01, 2016 7:47 pm
- Byond Username: Dagum
Re: Carnivorous Plants and Shambling Mounds
What's missing is the process of getting it. Golems, Xeno mobs, the Cak all require a good deal of work to create. Kel's ideas up above have some labor built into them, having to gather all the traits and stats that you want. As far as the initial gibber plant, maybe make it a random trait that only strange seeds can have.
Who is online
Users browsing this forum: No registered users