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oskarpotocki
oskarpotocki

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Survey Results and Mechanoids 2 Ideas!

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I think Attachments for the mechs to make them more efficient kinda like the androids expanded mob, maybe for like the mining laser for the tunneler gives him a ranged damage option and faster/bigger yield mining resources etc

Cryptopsy99

Now that’s something I intend to do!

Oskar Potocki

To tweak a previous suggestion about custom built mechs, in place of a full custom Build architecture I think enhancement components similar to implants and bionics in humans would make interesting customizations to your individual mechs that would not be an infinite scaling of complexity. For example you could have a load booster component implant that you could add to a couple of your lifters in order to make them heavy lifters for bigger jobs. It would work similar to any other surgery. And the implant would be balanced with appropriate cost. This could be applied multiple ways, for both player crafted and architect implants from quests. Maybe an enhanced firefighting Suite with additional or larger fire foam capabilities. You could outfit one of the medical mechs and assign it just to firefighting duties. Also implants that give fuelable manually activated abilities could make working with your mechs more interesting. For example a lifter with a Nitro boost implant would have an additional button on their quick bar for a temporary speed boost for 30 seconds requiring refueled with chem fuel every use. That makes an interesting interaction to use for running away from an unexpected drop pod raid, and something functional for a player to do as opposed to just a stat buff.

Stubborn Archabold

Hmmm that would be an infinite amount of work.

Oskar Potocki

What if you could build custom mechanoids sorta like how Fallout 4 has that DLC with the robots (if you have played that). It was a series of interchangeable parts for the robots, so you could mix and match stuff for whatever you wanted, from worker builds to combat builds.

Teagan Williams

OH, it could have the brain of a pawn psycaster floating in a glass jar on it!

DMChase

Ok. wild there idea and it ties into Vanilla Races Androids. What if the Subcore ripscanner could be used by a mechaninator to make android Persona Subcores based on the pawn sacrificed into the ripscanner? Or even copy them into a Mechanoid body? I think that would be an End Game goal for a Mechaninator. To put their minds, and those of their friends, into mechanoid bodies in order to "live forever in perfect bodies of pure metal" Basically you'd be taking the pawn that just died in the ripscanner, reviving it and changing it's race type to "awakened android" right? The idea of copying them into a Mechanoid would be tricky. Can you save a pawn's data as a separate item that can then be coppied over onto another pawn later?

DMChase

Someone has made a mod along the lines of what you're thinking https://steamcommunity.com/sharedfiles/filedetails/?id=3365118555&searchtext=mechanoid+upgrades

LethalxCyborgx

a reloadable utility slot item that allows a throwable item that projects a mechanoid control field to temporarily allow a mechaninator to order their mechanoids in that area would be cool

Chandler Sellers

I think that it might be nice to have a device that is used to have auto patrol mechanoids without taking a mechianators bandwidth

Chandler Sellers

While I'm not sure how feasible mechanoid customization is, it'd be cool to be able to upgrade them similar to VVE - Upgrades, like being able to add a jump pack or a fire foam popper to a mechanoid, or add a secondary weapon of some sort. But that's probably a bit too out of scope for the mod so I thought I'd suggest a small ranged mechanoid combat mechanoid similar to a lancer or a militor but it has a secondary ability like a jampack or a flamethrower. Something to give it a bit of versatility in combat. Also, this might be a long shot but is it even possible to have a mechanoid that essentially acts as a self driving vehicle? Could be cool but probably not worth the effort to make it work properly

Swigo

I suggest a mech that can use psycast if the settler who is a mechanizer is also a psycaster (not like a normal settler, but so you can assign a psycast from their mechanizer to that mech as a second shot of a fireball or a second shot of another useful attack psycast, or something like that). This is as an integration with your expanded psycast mod. Another point is that I would love a mech variant that integrates some of the Anomaly into them, such as mechs that have Carnimase and can generate a Carnibeast or launch bone spikes, acid-launching mechs, mechs that are faster in the dark like the Noctols, mechs that use the power of Metalhorror to create lethal spines or gain more temporary damage, or mechs that have brief invisibility, mechs that launch bioferrite spikes, a mech that takes advantage of the power of the golden cube to have some social impact with the colonists (based on another user's suggestion), or a mech that launches a pain pulse like the Nociosphere.

Juan PΓ©rez

Not sure how possible it would be but some weak combat mechs that are able to deploy themselves as stronger static turrets could be neat. That or a support mech that could use the mounted gun complexes. A mobile gestator/repair mech would be helpful for caravans but limit the gestation to small mechs. Could also do some new threats when exploring mechanoid areas like some of the mechanoid slag chunks being a new scrap urchin that stays dormant until triggered by proximity or trap hatches in walls/floors that deploy small mechs.

LethalxCyborgx

Theres a movie with Jamie Lee Curtis, call "Virus". Inspires some ideas.. maybe not for this mode, but definitely an Anomaly/Biotech/Mech mod... Remember it for later πŸ˜‰

RhinoSoFast


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