Xenomorph Control Headset
About the pull request
I found myself with a bunch of extra free time for some mysterious reason so I cobbled this together
This PR adds two primary features: The XX993A1-M and -X headsets, which work as a pair to remotely control xenomorphs, and brain-dead xenomorphs themselves, which is a state that's required to graft the headset on. These can be bought for rather cheap prices (? i don't know i dont play reseracher lol) at the research computer-terminal-thing.
To make a braindead xenomorph, one must disrupt the psychic connection to the hive of a nascent embryo. Afterwards, the larva can be guided towards a specific tier one evolution via injections. Braindead xenomorphs are special in that they have no mind at all, and nobody can join as one, allowing them to be pulled around, injected and surgeried on. Only after all of this can the surgery begin, in which you saw open the carapace, retract it, modify neural connections, and then install the headset right in. Gameplay wise, this sets the xeno to be part of the 'Controlled' hive (yay more hive bloat), and it can then be connected to with a worn -M headset.
Controlling a xenomorph isn't just a free gateway to Greenos 2.0. You don't understand the xenomorph language, you can't use the hivemind (you cut that out, remember?), you don't know how to make the body 'evolve'. The hive isn't even technically allied to marines - weeds still slow down, and abilities can hit marines by accident (or 'accident'). There's a range limit of ~4 screens (28 tiles). And of course you can only get T1s (for now) so no chance of eggs.
To make things reasonable I added a few things:
- You can bandage a xenomorph's injuries, which will slowly mend their injuries but use up a ton of bandages.
- Any mob can be put on surgery table
- Fixed a typo inherant->inherent
- Added a signal for a xeno's death
- Eggs have 100 volume so they can be directly injected without draining
- Gardeners have nutrient plasma
- Split the strain and evolve procs in half between checks and the actual process
Explain why it's good for the game
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the <details> tags.
I need sprites! Sadly I can't get sprites right now. The Man is out to get me. Until that situation is resolved I will patiently twiddle my thumbs.
Sprites needed:
- All T1s (and lessers) standing, resting, critical/dead headset overlay
- Xeno and Marine headset, latter inhands, worn, inventory
Changelog
:cl: add: added the Xenomorph Control Headset. With a little science and some knowhow, you can control your own xenomorphs add: You can bandage a xenomorph now. You probably shouldn't do that, but you can /:cl:
can you pick strains? like fruit drone
I would make it take nanosplints or another research equivalent to bandage them, so maintaining a "cyberxeno" still requires biomass from living xenomorphs. Otherwise killer idea. Would love to see its eventual implementation.
Can gardeners/healers make infinite biomass by planting tons of fruit for research?
Can gardeners/healers make infinite biomass by planting tons of fruit for research?
biomass from fruits? since when is that a thing
Can gardeners/healers make infinite biomass by planting tons of fruit for research?
biomass from fruits? since when is that a thing
I thought I remember being told by a mentor that researchers could use fruit for biomass or something.
This is cool. I think you're overtuning it balance wise, but just the concept and framework helps flesh out research and adds to the game.
Why bandages though? Trauma kits (bioglue) or even burn kits (regenerative membrane) makes a lot more sense for healing a xeno than a piece of cloth.
This pull request has conflicts, please resolve those before we can evaluate the pull request.