Roundstart limbs
Posted: Thu Oct 26, 2017 2:37 am
I was browsing through the Lets Play Rimworld conversation and something occurred to me. Could we not have limbs added to character customization for roundstart? This would involve not only the presence of limbs (or not), but also the type of limb (roundstart prosthetics.)
The first can basically only serve to hinder your character, by your choice) in any number of ways. Obviously it would be weird to just have a guy hopping around on one leg (especially since we haven't added crutches or wheelchairs or whatever since the medbay revamp fell apart) but I could feasibly see characters built on backstories involve losing a limb that wasn't replaced. Maybe they were even injured on the way to the station and they have to get that figured out when they arrive (or suck it up and get to work without it because NT doesn't care.)
Similarly, we could have the same injury related backstory but that injury was "fixed" with a mechanical/robotic limb before arrival on the station. For balance purposes, we would have to limit the roundstart limbs to 0-1 per character and limit them to only arms/legs. It would add options for roleplaying without always giving a specific gameplay bonus. While robotic limbs are technically armored against certain damage types, they also require non-traditional repair methods. If we really wanted to go nuts with the balancing and such we could make roundstart replacement limbs defective in some way. (always or by random chance per round.) This would cause them to be more fragile and take more damage, do less unarmed damage, or just seize up and refuse to do fine-motor operations (like old monkey hands, for example) until they can get to a roboticist and get repaired.
There's a lot of design space here and I think it wouldn't hurt game balance if we approach this in a measured way.
The first can basically only serve to hinder your character, by your choice) in any number of ways. Obviously it would be weird to just have a guy hopping around on one leg (especially since we haven't added crutches or wheelchairs or whatever since the medbay revamp fell apart) but I could feasibly see characters built on backstories involve losing a limb that wasn't replaced. Maybe they were even injured on the way to the station and they have to get that figured out when they arrive (or suck it up and get to work without it because NT doesn't care.)
Similarly, we could have the same injury related backstory but that injury was "fixed" with a mechanical/robotic limb before arrival on the station. For balance purposes, we would have to limit the roundstart limbs to 0-1 per character and limit them to only arms/legs. It would add options for roleplaying without always giving a specific gameplay bonus. While robotic limbs are technically armored against certain damage types, they also require non-traditional repair methods. If we really wanted to go nuts with the balancing and such we could make roundstart replacement limbs defective in some way. (always or by random chance per round.) This would cause them to be more fragile and take more damage, do less unarmed damage, or just seize up and refuse to do fine-motor operations (like old monkey hands, for example) until they can get to a roboticist and get repaired.
There's a lot of design space here and I think it wouldn't hurt game balance if we approach this in a measured way.