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Project Nevada - Mutations Proof of Concept

General mod discussion and requests.
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Wow it is evolving quite well

Post by Risewild » Sun Sep 15, 2013 3:48 am

Wow it is evolving quite well laugh, I like the new menu with the "tabs" for mutate, evolve and adapt yes.


Now you just need even more great suggestions for mutations and put T3T making some icons wink.


I haven't been making suggestions because I stopped being very creative lately, I think the new medicine I was put on is not working at all and I am sinking back to being always tired and zombie like sad my doctor is thinking of taking me out of medicine and just put me with a psychiatrist, since all meds I tried failed. It reached a point where even the employment people I have to go and see every week told me to put in the papers for a disability payment instead of a new start allowance since even they don't think I am fit for any type of work anymore sad.


Sorry for the ramblings, just explaining why I haven't been making many posts or be around chat lately, too tired to type angry.


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

That's some shit Rise, here's

Post by JaxFirehart » Sun Sep 15, 2013 6:13 am

That's some shit Rise, here's hoping all works out for you.



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

@Risewild, sorry to hear

Post by WizardOfAtlantis » Sun Sep 15, 2013 10:23 pm

@Risewild, sorry to hear about your woes... :/ I hope things take an up-turn for you!


@Jax, the vid shows that things are always looking better on the Mutant Front!



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Darian Stephens
Gary
Posts: 39
Joined: Tue May 28, 2013 5:12 pm

This looks completely awesome

Post by Darian Stephens » Mon Sep 16, 2013 1:01 pm

This looks completely awesome.


Also, maybe you could have some recharging mutation (Possibly called 'Charged!'?) that randomly charges your drained energy/microfusion/whatever cells at the cost of increased fatigue? Or maybe something which will build up a charge in your body until you can release it in a small radius around you to paralyze your enemies for a while, or maybe when they get too close to you? It could make it detrimental to be in close combat all the time, as every discharge could increase your fatigue a bit, but it would help you to get away from close combat too (Because of the paralyzed/dazed enemies)


You could also have something like a Dripping mutation which causes you to be constantly secreting water at the cost of increased rate of dehydration, in exchange for- I don't know, increased agility, because you have less mass to move about? Random chance to fill a water bottle if you have some in your inventory? Maybe it could slowly decrease your rads level, or raise your dt slightly because you have a constant, thin layer of water around you, which slows down bullets or spreads out the force of the impact a bit, which could also make it cause less individual limb damage?



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Good ideas, I really like the

Post by JaxFirehart » Mon Sep 16, 2013 1:47 pm

Good ideas, I really like the static cling one



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Darian Stephens
Gary
Posts: 39
Joined: Tue May 28, 2013 5:12 pm

Expanding on the needs-based

Post by Darian Stephens » Mon Sep 16, 2013 2:23 pm

Expanding on the needs-based mutations. you could have a water retention one, making you dehydrate slower while maybe increasing your fatigue (Probably incompatible with the 'Dripping' mutation)? Or a 'Slow Metabolism' mutation, causing you to get hungry slower, but maybe having a food addiction due to your body thinking it's metabolizing at normal speed, making it think it needs the same amount of food? Inversely, you could have one that metabolizes faster, making you require more food while you have an increased agility, and/or slower sleep deprivation.


You could also have a 'Toxic Breath' mutation, which could make enemies in a radius around you have a chance to become poisoned, but you'd also have a chance to have a somewhat hazy green filter put over your screen when they become poisoned (Recommended to remove it when combat ends, or at least after a short period of time). Also, a lower charisma because, you know, you have the breath of Satan's farts.


An alternative idea for the usage of 'Toxic Breath', you could gain a new weapon that acts like a flamethrower, but has the held animation for unarmed/no held weapon, with ammo that regenerates, a poison effect instead of a fire effect (Maybe a retextured 'on fire' effect?), and maybe a retextured flame?



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

Those are some really nice

Post by WizardOfAtlantis » Mon Sep 16, 2013 8:48 pm

Those are some really nice area-effect mutations. Made me think that it might be nice if you could charge yourself up with radiation and then release it in a kind of radioactive death-field like some of those horrible glowing ghouls do. I would think those kind of Charging-Up kind of powers could have all sorts of effects: radiation, electromagnetic (effects vs robots, power armor, maybe even computers?), cryogenic, acid, and on and on.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Oh, that gives me some ideas

Post by Gribbleshnibit8 » Mon Sep 16, 2013 10:04 pm

Oh, that gives me some ideas for more active but non-combat mutations/abilities. Perhaps for radiation a computer override/fry option. Release the normal combat blast of radiation, but tailored specifically to knock out computers, the effect being that if the computer controls a locked object, the locked object becomes unlocked. To my knowledge the near exclusive method of unlocking something via terminal is to link the terminal to the object to be unlocked, it would be a simple matter of finding the nearby terminal, getting it's linked object, and then unlocking that. With an of course resultant destruction of the computer itself as well, just set disabled to prevent activation.


For the heavy handed folks maybe an option to bash said computers in, thus destroying them and releasing their control over the locks, or the unlocking could be purely for radiation builds. Kind of the 'science' character of FEV.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I like that. With the new

Post by JaxFirehart » Mon Sep 16, 2013 10:23 pm

I like that. With the new tree style, there will be three separate "disciplines" if you will. Psyker, Rad, and Metahuman. Psyker is psychic powers (animal friend will fall under this category, for example). Rad is radiation centric (Rad Aura will be under this category, but so would Rad Resistance). Metahuman is physical enhancements (improved organs, such as Thick Skin, or Knobbly Knuckles).


I had a brain wave a while back for a Psyker ability (called Brain Wave) where you sacrifice some health in order to gain a +20 bonus to all skills for a set amount of time.



WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

Gribbleshnibit8 wrote:

Post by WizardOfAtlantis » Mon Sep 16, 2013 11:40 pm

[quote=Gribbleshnibit8]


Perhaps for radiation a computer override/fry option. 


[/quote]


Yes, that's exactly what I was thinking but wasn't sure if it was possible or not. The terminal destruction itself is a great add-on, and could be seen as a nice balancing negative side-effect, too, if you could be damaged by the explosion, maybe having to be somewhat close to the terminal to fry it with your electromagnetic powers.


I like the Psyker, Rad and Metahuman thing.


Would it be possible to have a Psyker power to command other people, like force them to be a companion of yours or something like that? 


On a similar note, are the factions manipulatable enough so that you could temporarily manipulate faction status and turn hostiles into non-aggressives (or vice-versa, I guess)?



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