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Making diona more lore-like


Vuk Farkas

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Now this wouldnt change the existing walking dionae much...besides adding the ability to evolve into something else, we could use the blobs mechanics for this. Acording to lore dionae can grow into huge stations near wery hot stars... or grow into ships! But unlike blob which basically grows its own resources, dionae would as usual require light to grow AND maintain their size!

There would be 2 choises... rooted and mobile (rooted being basically a station, mobile being a space ship/pod), And now to explain it all!

 

Rooted/station starts similar to blob (after you chose to evolve into it, and preferably found a lit enough space)... you start with one tile of ...roots (floor), and can be built upon and walked on (but unlike blobs, dionae dont have a central node, meaning if ya wanna kill it ya have to cut light to it or make it use more resources than it produces, or just burn it).All "body" parts regenerate automatically but wery slowly if they have resources, if not they slowly wither and die and then rot.

 

Roots- most important part which is floor, can be built on and walked on, transfers nutrients to other parts, it can grow in empty space or ower existing ground/floor

Leaves- basically solars of the Dionae,wery fragile, but cheap and easy to grow, grows on branches only, fully automatic light tracking, use nutrients and water in small ammounts but produces "light" resource which is VITAL for survival and most used resource grows quickly, but also whithers away quickly if its not receiving water and nutrients constantly

Branches- can grow on roots or from trunks, use water and nutrients and light medium growth time

Trunk- wall which self repairs quite durable and airtight (a bit weaker than normal metal wall but unlike other parts a lot more resistant to fire, blocks light) use water nutrients and light long growth time due to its mass and size,also when destroyed drops wood (thus can be used for wood production, from which planks are made, and from them even crates for item storage)

Membrane- transparent "window" of sorts, fragile can mutate into door (quick to grow)

Membrane Door- a transparent airlock a lot weaker than metal doors on station, but unhackable

Moss- produces small ammounts of water and other nutrients, but in lit areas self sustainable and has a trickle of "light" resource, can be walked ower and harvested for eating/drinking, and used as dirt for farming (in which case all water and nutrients are spend on plant) but another being must farm on it (station itself cannot) also acts like an air filter if it has light, producing wery little air, but filters the air quickly however due to it being so multifunctional costs quite a bit to make and takes time to grow, but is a wise investment for long term because in right condition it covers its maintenance cost and produces a trickle of all 3 resources, however not wise to invest in that only as it would mean covering a large area for a decent income of resources!

Thorns- for deffence can be grown on walls and floor, also toxic (can cause stuns from toxins) good defence from unarmored intruders (especially space carps)

Melons- a water storage growth, harvestable and drinkable, bigger it is more it contains (uses small ammounts of nutrients and a lot of light) grows on moss, fragile

Fungus(Mold)- doesnt require any light, but uses small ammounts of nutrients and water, capable of dissolving anything for resouces (best used when working with other beings who put things on it) can be walked ower

Shrooms- grow on fungus only, act as nutrient storage, requires no light, bigger it is more it contains also edible and uses a lot of water also fragile

Nuts- pretty much like canisters,but can store any gas or liquid in them, alas unlike other forms of grown storage are reusable, and bit less durable than their metal counterparts

Geobacter Growth- litterally a bacterial power generator, uses water, nutrients and light to produce electricity, good for recharging anything from tools, weapons, power cells to robots and mech directly from it, costly to make and maintain and takes time to grow but wery atractive to other machine using species,can be conected to cable like a generator would, acts basically like the machine counterpart except it cannot be moved.

Shewanella Growth- while it takes time to grow it can convert raw energy (electricity) to metal, glass, and plastic its costly to build and maintain, but hey produces basic resources to attract other species!

Nymph Pod Spawner- medium cost to make but wery low if any maintenance...as ya guessed this spawns seeds from which nymphs grow! Gotta spread yanno....

Plasmic Growth- Costly to make but acts both as a reservoir and factory of plasma which is used by many space faring species

Air Bubble Growth- its basically a fragile storage for breathable air, useful to refill equipment, (nuts) canisters, or even rooms in case of a breach so any breathing crew on board doesnt suffocate

because moss is too slow at air production, it automatically fills itself with excess air moss makes, thus keeping air pressure ideal for other species!

 

Mobile/ship form is basically like the machine pods space faring species use with ability to regenerate, they can grow needed apendages for example mining, they make their own air for crew and have their own propulsion, however cannot last for long without light (light can be from space or the crew or station or even fitted with some) can hold 2 or 4 crew in it, not pilotable (since the ship IS the pilot)

 

Feel free to state yer ideas and opinions, if this gets implemented, dionae which are nearly useless cause of their slowness (besides that they heal on their own, hit hard and can soak up damage as long as they got light and dont get on fire) can replace stations ,or parts of them, be transports (or miners with proper equipment/apendages) thus being fun on long rounds, useful in crysis and low pop servers!

 

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aren't dionae already like super overpowered

 

 

+ vanilla race, no touchy touch allow

 

Edited by Guest
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It's a neat idea, to be sure.

But it's also been suggested multiple times, not just here but on several server bases, and it has never been implemented into any of them, even on more Lore intensive ones like Baystation.

It would require such a huge scale of coding, an INCREDIBLY huge scale of coding that I don't think any coders presently would have the time or energy to put into, even if the desire were there.

 

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aren't dionae already like super overpowered

 

 

+ vanilla race, no touchy touch allow

 

Dionae aren't even a little overpowered. That's why out of 70 players 1-2 play dionae, about the same as skrell and grey, who have downsides without upsides.

 

Diona upsides are mostly replaced with a hardsuit, and they can't benefit from hardsuit armor, upgrades, or beneficial viruses.

 

As for the suggestion, I am going to have to disagree. Of course, what should we expect from someone with a name that doesn't fit the lore at all.

 

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sorry, still tho, vanilla race

 

and people can play races for reasons other than powers and don't bring ops ic characters into suggestions to further criticize them, thats r00d

 

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Eheh, I've suggested something like this multiple times, with varying ideas for buffs and debuffs. Shot down every time. If you're good with coding, you could make a pull request, to have people see how it actually plays out, but besides that, I doubt this'll ever be implemented.

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sorry, still tho, vanilla race

 

and people can play races for reasons other than powers and don't bring ops ic characters into suggestions to further criticize them, thats r00d

 

For as much as you talk, I would've expected you have more to say.

 

It is quite relevant in a discussion about justifying significant coding efforts in the sake of lore when the suggestion is made by someone who does not respect said lore.

 

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First of all, it seems like a really cool thing to have.

 

But. There's always a but.

 

There are two reasons, two BIG reasons, why we couldn't have this.

 

1. The coding, it would take a ridiculous amount of effort, for a single species.

 

2. This means dionaea won't do their jobs. They'll just evolve into these things and run around doing anything they want, because "hey we get to do cool shit like this let's ignore our jobs 'n stuff!". It's a massive buff to a single race, and not only would way more people play them, but way more Dionaea would ignore their jobs.

 

And, that's my two cents.

 

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One system I suggested basically involved making dionae able to become their own mini-station or colonize a section of the station, growing vine floors and walls, with storage systems and resource generation like blobs, at the cost of their healing and resistences - their body would be at the center of their "station," and completely unprotected, and it would take a while to go back to humanoid.

 

I highly doubt this would ever be added, but if anyone wants to try it, go ahead.

 

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