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Typical Tuesday Suggestions: Megacorps Ultratechnology

Hello everyone and welcome to a post in which I actually want to listen instead of talk.

That's right. I need your help, and considering half of you puts unbelievable amount of hours into the game, I think you will be able to provide me with extremely valuable feedback.

As some of you have noticed, VFE-Megacorps has three storytellers. This is to represent the three major segments of the mod - while seamless to the player, these segments help us evolve the mod in three distinct directions.

First segment is that of military recreation - stacks and combat sleeves, ultratech weaponry, deadly skirmishes occuring in Arkology and outside of it, where rich and powerful wear their organic avatars, almost Gamer (2008) starring Gerard Butler-style.

Second segment is that of the wicked dinosaur disneyland, where guests can travel through the restored ancient biomes and witness the beauty and marvel of genetic engineering and gene restoration.

The third segment, and the one I'd like to talk to you about, is technology. You can't really have an Ultratech mod without a focus on technology, and our goal is to provide a lot of this technology to the player. I know how badly you want your super-advanced high-tech bases, and I believe this is the right opportunity to give you some new, ultratech solutions to old problems.

We want you to not only be able to build all that cool tech stuff yourself, but also to witness it in full might when you inevitably decide to raid Arkology resorts. Run around fancy hotels stealing glowing blue tech - I know you're all about it.

I came up with an initial list of ideas for things I think players would appreciate, but this is also your moment to give me ideas what you would like to see.

Make sure to explain why you want something specific. For example:

Biolab sunlamp: A massive sunlamp covering a huge area, with built-in heaters for temperature control. Why? Because I think ultratech society should have some better ways of growing crops.

And now here's my list. Please note that it doesn't mean these things will be added, or that they will be added exactly as I wrote them down. These are mere ideas at this stage.

Please do let me know what you'd add! You don't have to write down too many details - leave actual implementation design to me. I need to know what you'd see added, and most importantly WHY. I don't want to add stuff for the sake of adding stuff.

Lightsabers. Why? Because they're cool.

NO.

Comments

Two technologies which could be implemented as ultracomputer functionalities or seperate items (ultra-transmitters): 1. Hacking enemy turrets and mechanoids - the transmitted signal allows you to temporarily take over enemy automated defenses and turn them against your enemies. Basically the technomancer's "haywire" skill from VPE, but with a fixed duration/cooldown and with unlimited range (using "haywire" with VPE usually requires getting within firing distance of the turret). Making an item with this functionality would essentially make it a non-psychic psyring - a simpler solution, but essentially a copy of VPE. As an ultracomputer functionality: Somewhat similar to Gestalt Engine from Reinforced Mechanoids 2 (allows permament "hacking" (capture) of hostile mechanoids with unlimited range on local map, adds them to your faction). This however would be temporary and could be also used against turrets. The size of the area covered/number of simultaneous targets/duration would increase with each ultracomputer "overclocking" (at the cost of drastically increased Volt consumption and heat produced). Most importantly, although a bit more technically challenging, this ability, which would require a working ultracomputer in your base, should be available on all generated maps. Perhaps instead of adding a gizmo to the ultracomputer, there could be a neuralink implant that would add a gizmo to the pawns? It would be amazing if turret hacking was actively used by the hostile megacorp faction against the player: either as an aforementioned item that enemy pawns would be equipped with, or as an event/game condition/unique raid strategy, during which periodically random player's turret or mechanoid would get temporarily hacked. Considering that this faction's distinguishing feature is its technological superiority over the player and other rimworld factions, using technological solutions (cyberattacks / bioweapons?) against the player (rather than simply sending out unending waves of cannon fodder) seems to fit this theme. 2. Clearing the Fog of War - item/ultracomputer hacks into the megacorporation's orbital surveillance systems to reveal the entirety of the local map. It would allow for a more accurate assessment of the loot and enemy forces, and their movements when raiding a settlement or on a quest map. ----------------------------------------- 3. Building: force field generator. Activated with a gizmo, creates a line of force field single-tiled impassable objects in front of itself, similar to Wall Rise from VPE or Hex Shield from Rim-Effect. Can be used to block main corridors of your base when under attack or isolate some areas in the case of an infestation. Draws a huge amount of Volts when active.

Similar to the indoctrination pod from VFE - mechanoids, a pod that recruits (or enslaves) people over time. Why? Megacorps' actions are sometimes not so very moral, and their workers sometimes need to be "reminded" who they work for when they seem to disagree with what the higher ups are doing

A new ideology structure or style so you can maintain that ultratech aesthetic throughout your whole base. Techist style doesn't quite do that and looks more spacer than ultra-tech. Something cleaner than techist, with a style similar to that of the power armors. White, clean, polished, shiny.

Félix Dubois


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