RimWorld

RimWorld

Alpha393 12 Aug, 2016 @ 12:40pm
A few mechanoid ideas (a new event and two new enemies!)
Yes I made a thread for this a while ago. No I cannot find it. I seriously have no idea where it is. This would go there if I could. Sorry moderators.

Wasp: you can capture them and reprogram them to join your colony and repair them with plasteel and components and such. Commands mechanoids to attack, flank, or retreat depending on situation.

Dragonfly: basically a centipede that can't go through doors and has two weapons.

Scorpion: frail, fast, armed with a shotgun and a massive battering ram for an arm, smashes through walls and hits a target on the other side, downing them instantly with the shotgun, dealing extreme pain but little to no damage (like 1 per pellet)

And now for the new ones:

Locust: drills through walls to flank your defenses, basically the mechanoid Sapper. Often paired with scorpions.

Queen bee: a massive mobile base operated by 1-3 wasps, it carries up to 6 mechanoids, including the operation team. Wasps issue commands from here if it is available. Must deploy from the edge of the map, crushes anything in its path and pushes items to either side of its trail. Very fragile for its size, all mechanoids will bail out when it is destroyed. Only used in frontal assaults or transporting heavy mechs like centipedes or dragonflies in large numbers.

Spider: the juggernaut unit. While its parts have average health at best, they all have back ups. 8 legs, 2 engines, 4 eyes, but only one brain. And that has 20 hp. Is not downed until all of a particular component are destroyed or disabled, and will not go down if they aren't vital. It can maintain accuracy with no eyes if it and a wasp can both see a target with the help of an network link module, the only other non-redundant part in this thing.

Armed with a new weapon: the plasma hose. Spews a constant stream of large slow projectiles that do very little direct damage, but radiate tons of heat and cause burns easily.

The Maw: a massive war machine made from a repurposed asteroid drilling tool, this terrifying monstrosity is 12 tiles long, 1.5 tiles wide, fully articulated, and devours all, leaving nothing in its wake. Big, fast, deadly, but somewhat fragile, as damage spreads throughout its entire system. A sniper round can run down its entire length, destroying huge chunks of its components along the way. colonists incapable of scary will just run when this beast rears its iron head. Has no ranged armament, attacks by dealing rapid fire low damage melee attacks, effectively "drilling" through walls, doors, and the occasional colonist. Made up of twelve individual segments.

Crab: the bunker buster in the mechanoid arsenal. Armed with two weapons: a plasma hose, and a plasma pump: a telescoping drill with a max range of two tiles, that pumps superheated plasma into the room on the other side, expanding inside the confined space, spreading through vents and doors, until the entire building is currently filled. At that point, the crab units will ignite the inert plasma, instantly melting away walls, doors, furniture, and flesh. The gas will burn up after a few seconds, but that's all it takes to kill anyone inside. The counter: open a door for every crab unit, and the gas will leak faster than it enters. Oh, your base only has one door? Shame on you for turtling in the side of a hill.

Crabs stay behind the heavier units until close to highly populated buildings, and beeline for the walls and start pumping, keeping defenders at bay with their plasma hoses. Any mechanoids will immediately leave areas being pumped, instead simply guarding the doors to keep enemies trapped inside, cutting down anyone who tries to escape. Crabs tend to be paired with beetles, and maws, locusts, and scorpions avoid buildings being gassed for obvious reasons.

Beetle: the lockdown unit. Builds steel walls to either provide cover for injured units, repairs injured units, and can call in resupply drops for additional plasteel and components for repairs. Will build walls to seal up structures so crabs can burn them out. An extremely high priority target, and usually paired with wasps. Armed with a personal shield and a scyther blade.

Event:
A distant engine of war is stirring. Every colonist will soon be dead if you fail to prepare yourself for the trials ahead.

Description: a mechanoid invasion has begun, and will last for weeks, with almost nonstop attacks from the mechanoids every few days. The player is given a month or so to prepare.

Post feedback or your own ideas below! :steamhappy:
Last edited by Alpha393; 14 Aug, 2016 @ 8:46pm
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Showing 1-6 of 6 comments
Alpha393 13 Aug, 2016 @ 1:43pm 
Bump because I posted in the middle of the night
erfqfrqe 13 Aug, 2016 @ 3:17pm 
Pretty cool idea mate. I've not progressed far enough to had the pleasure of meeting mechs yet. Not sure if I'm looking forward to facing them or not!
Alpha393 13 Aug, 2016 @ 6:08pm 
Originally posted by A. Smith:
Pretty cool idea mate. I've not progressed far enough to had the pleasure of meeting mechs yet. Not sure if I'm looking forward to facing them or not!
They aren't as difficult as they once were, with swarms of dozens of them being reduced to only a few.
Alpha393 14 Aug, 2016 @ 4:17pm 
Bumping again because I added a new mechanoid *sigh* why am I so unlucky with feedback :steamsad:
Last edited by Alpha393; 14 Aug, 2016 @ 4:25pm
Falco 14 Aug, 2016 @ 5:33pm 
Dear god this sounds terrifying, but also cool
Alpha393 14 Aug, 2016 @ 8:01pm 
Originally posted by Falconbunker:
Dear god this sounds terrifying, but also cool
Exactly. IMO the mechanoids should be a force to be reckoned with, not basically "yay free melee hands and plasteel". Hang on. I have another idea. RIP mountain bases. :steammocking:
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Date Posted: 12 Aug, 2016 @ 12:40pm
Posts: 6