| Genetic augmentation[message #334001]
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Thu, 03 July 2014 22:04
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Marcho |
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Messages:14
Registered:November 2008 Location: Finland |
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I've been playing the new XCOM game, the Enemy Unknown/Within and I thought.. What the hell, we already have a remote controlled robot in JA2, Alien looking Crepetitus creatures, genetically engineered sabre-tooth cats and hi-tech rocket rifles. So why not some space for lovely non-ethical human engineering?
This feature could be only limited to be used on SCI-FI mode.
Could open up a new website, where mercenaries can be sent to be genetically modified. These augmentations are highly expensive (10,000$'s), takes time to install and undergoing these surgeries can lead to fatal failures.
..Or alternatively skilled doctors or engineers could augment too. (If you provide very rare "Augmentation kits")
Examples of generic augmentations:
Legs:
*Less AP consumed while moving (also Jumping, swimming, crouching, proning..)
*Unlikely to collapse when hit to the legs.
*More carry weight.
*Increases the change to kick a container/door open.
*Can run silent.
*Doesn't require taking off backpacks when climbing.
Arms:
*Less AP consumed when shooting/throwing and performing actions.
*Increases weapon steadiness and aim (+ positive modifier to physical tasks such as first-aid, planting explosives, repair..)
*Unlikely to drop weapon(s) when shot to the arm.
*Increases unarmed/melee damage and is able to throw stuff farther.
Torso(Heart/Lungs):
*The Generic "more-resistant-to-damage" -augmentation.
*Increases carry weight and strength.
*Decreases the debuff of losing AP when carrying over the minimum/maximum x amount of stuff.
*Maximum health increased, health regeneration (able to stand up after x number of turns from 'dying' state), stops to bleed after x turns.
*Immunity to poisonous substances/gasses.
*Increases action points.
Head(Eyes/Ears/Brain):
*More resistant to headshots. (Yeah, I know generic shit)
*Cannot be suppressed.
*Can see farther and increases dexterity.
*Can hear stuff from farther away.
*Positive buff to mind requiring tasks.
*Increased frequency of interrupts + returns a small amount of APs (Turn's first interrupt only)
*More likely to dodge melee attacks (reflexes)
*Discovers spies from farther away.
(I'm not sure how limited is the engine to pull out something cool like punching/kicking walls down)
I know most of these sound very unbalanced, but these could backfire too.. Chance that a merc can suffer physically/mentally from the surgeries, others might dislike these augmentations and depending on the personality all mercs won't accept these at all, plus that these could cost a fortune and sending a merc to be augmented could take weeks.
These augmentations can be seen as perks, also the Queen's elite troops could possess these augmentations as well.
[Updated on: Thu, 03 July 2014 22:17] by Moderator Report message to a moderator
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