CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Some ideas for new challenges #76212

Open IdleSol opened 2 weeks ago

IdleSol commented 2 weeks ago

Is your feature request related to a problem? Please describe.

The basic idea, having something that requires constant recharging.

Solution you would like.

  1. Wedlock (film 1991)

Bomb collar. A piece of clothing in the form of a collar. Constantly consumes charge (i.e. it is initially on). When the charge expires, it deals damage (lethal(?)). Small assumption, it is possible to connect to a vehicle or electrical grid. Cable 1-2 meters.

The capacity of the built-in battery is based on 4 hours of operation. Naturally, it is not possible to remove it.

1a. A lighter version (?). Single character. The main problem is finding something to charge the collar from. 1b. Add a partner with a collar. Distance to him more than 10 tiles, explosion. Dead partner? Carry his corpse or dissect him and carry his collar or explode.

Recipe for level 7 devices, to disable the collar.

Additional complication, start in prison.

  1. The Lost Cyborg Backstory. By accident or misdirection, but you found yourself on earth much sooner than your comrades. Since your discovery and capture, you have been subjected to a great deal of experimentation. As a result, virtually all of your bionic enhancements have either been removed or damaged. Now, all that separates you from ceasing to function is the charge of a few batteries. Fortunately, you still have the option of recharging. If you can get out of your cell and find a power source.

Start as a character with bionics in a lab. The new item is a bionic brain/heart or something similar. your personality is recorded in a permanently powered brain. Cessation of power means death... or resetting all skills and abilities, provided you have followers. Who can restart you after some time.

Similar to the past, the number of batteries is calculated based on 4 hours of device operation.

The goal is to get out of the lab, get to Rubik's, where you can buy additional batteries and/or generators. Conditionally, the energy should be enough for 24 hours and any generator should appear.

Complication. Reducing the number of batteries. Taking damage every hour. And producing noise a few minutes (10-30) before shutting down. It's also insurance to wake up a sleeping character.

  1. Implanted bomb.

Something in between these two. A bionic that constantly draws energy and explodes if it runs out of energy. The difference is that Rubik can't extract it. Only autodoc and high complexity operation. Overall target 10 computers, electronics, medicine and devices.

The challenge is passed if the bomb is removed.

Describe alternatives you have considered.

No response

Additional context

No response

PatrikLundell commented 2 weeks ago

Utterly ridiculous, in my opinion. On the other hand, if it's not forced onto others either through game play or game maintenance of it, I don't really care.

None of it makes any logical sense or fit the existing lore, so it should probably have to be placed in some kind of mod if someone actually wants to implement it.

Hyperseeker commented 2 weeks ago

I don't think these fit into the base game, but I sure would like to see a mod for at least the first one.

RedMisao commented 2 weeks ago

Second sounds somewhat similar to the broken cyborg start from the old lore, but updated and with a more engaging mechanic Third definitely sounds like a challenge, although it brings the questions of "why can't Rubik remove it" and "why can you recharge it but not remove or deactivate it"

CoroNaut commented 2 weeks ago

I like the idea of the powered brain implant, perhaps it could remove skill decay, but that would need to come with adequate consequences to choosing it to make it more realistic. Something like starting in a lab in an open cyborg cell or something might do the trick, along with the constant power CBM power demand. This could mean death if it becomes unpowered, or perhaps its more of a memory storage module where it just stores data. Skills could then decay very rapidly if unpowered (like 100x faster). perhaps user goes to sleep forcefully and immediately for 8 hours, but you wake up with only 1 hour of charge for some reason. many directions to go here.

As for the bomb collar one or implanted bomb, id be fine seeing just one of them as a challenge run like "challenge - death imminent" or something. Thing is, you haven't provided much info on them besides the mechanic, which is partly why i think those are receiving bad reviews. The idea is also similar to the "challenge - hunted (forever)" scenarios were you just have to keep moving. its just, in this case, you just move to more power, which becomes trivial at some point, and just a nuisance.

Zireael07 commented 2 weeks ago

The second one seems like already existing broken cyborg.

Implanted/collar bomb is a common theme in cyberpunk

failboat78 commented 2 weeks ago

Something similar to the bomb collar is already in the game - the FoodPerson mask. Just missing the explodey part when it runs out.