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Ein Übersetzungsproblem melden
Resource xenotypes. Like a xenotype that can have wool harvested from it.
Also xenotypes based on vanilla animals. It kinda makes sense that genes yoinked from animals have been used to genetically modify people. There can even be a "artificial" vs "naturalised" variant of each, being the version that was made with a purpose vs what's come to be independently through natural selection, reproduction and mutation of the artificial version since its initial creation (or was simply made with colonising of harsh and wild places in mind).
Example: Muffman, the muffalo xenotype
- Should probably have a better name.
Artificial variant:
The first muffman were made to live and work in clothing and textiles factories and workshops, using wool from their own bodies as a source of material. The high value of their clothing made it easy to afford the large amounts of food needed to prevent them from starving.
- Harvestable muffalo wool. The gene for this maybe gives a small armour boost, but more significantly cold resistance.
- Good crafting. Was made to make clothing from its own wool.
- Naturally kind.
- Slow movement, shortsighted. Bad at shooting and melee, though they might ironically be quite strong anyway due to size.
Naturalised variant:
Whether these are the result of muffmen being forced to evolve after societal collapses on the worlds and colonies they inhabited, or of muffmen being modified to survive in the wilderness and frontier colonies is unknown. They cross vast distances for food, and are often compared to yttakins.
- Harvestable muffalo wool. Of course.
- Good with plants rather than crafting. They don't need clothes, their fur is clothes, they need to be good at harvesting lots of berries from bushes.
- Bad at socialising. They're naturally quite blunt and don't realise that speaking one's mind can be the same as an insult, but themselves won't get upset or start a social fight if insulted. It seems that the concept of an insult doesn't really exist for them. This makes them struggle among more sensitive and violence-prone xenotypes, like hussars and yttakins.
- Bad at intellectual.
- Not as slow or combat-incompetent as their less naturalised counterparts.
The real difference in this idea would be what if it is how a symbiotic machine limb heals a person's body. changing their gene type from basic/progessive/overwhelming/awakened or however you would wish to label those steps. i just want to know if the idea gets used.
Couple of ways that you can take it. Maybe it acts as mid-step to a total transformation that requires an additional catalyst, or a sort of minion/drone meant to serve the "Hive Queen" that implanted the xenotype.
I'd also like to see the mutation gene from Wasters expanded to other ideas. Like a "Hyper-adapaptation" gene that has a chance of adding new traits on certain triggers, both good and bad. Take a bullet wound? Faster healing. Have a food binge mental break? Hyper metabolism. Get addicted to wake-up? Coin toss chance you either gain addiction immunity or dependency.
Finally, some kind of "Natural Leader" set of xenotypes that are firmly in the zone of morally dubious. The Hive Queen idea could be one. Another is a cult leader that has something similar to ecstasy from hemophage expanded that pawns can become addicted to. Finally a Royalty-paired "Imperial Bloodline" xenotype that the Empire's royal family has, bonus honor and psy sensitivity, but refuses to do dumb labor and gets food sickness from anything less than a fine meal.
A combination of the Asexual reproduction and the Dryad Saplingchild types of reproduction
Essentially pawns randomly spawning spores and other stuff as they Fight/Get Damaged/Die/Do whatever, from these spores a cocoon grows and out comes a fully grown adult
These would sound OP but they definitely must be balanced for the sake of balancing to make it not too overpowered but balanced enough for normal playthroughs.