Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I usually get something like 18 from ancient structures whenever I do find it, so to me the cost sounds about right. You could also have two options of 'high' and 'low' 'cloning accuracy' or something, so that the default option has a decent (perhaps 40%?) chance of making a botched clone that needs immediate medical attention, or another chance to just go ♥♥♥♥♥♥♥ crazy. But, that's basically your mutation idea.
I love the idea of the clone template and the clone hating each-other, especially if the clone has medical deficiencies. Anyway, I also like the concept of only being able to make so many clones from a person. The idea of keeping a 'prime template' and 'first generations' of clones in stasis to unfreeze just to make another 'second generation' clone sounds awesome.
About the 'cloning accuracy' and chance of going berserk, maybe the thing should be manned and the user's intellect score can help modify the chances? Additionally, considering they would be growing the things, they should have some kind of relationship bonus or malus. I'm thinking a slight bonus, because, c'mon, they would be their godfather of some kind.
Scan the clone source
Kill the source to prompt clone production
Resurrect the source by some means
Voila! Two identical(ish) living colonists
There's probably an easier way to do this by coding a button that prompts clone production without the source's death, but I'm a javascript guy so I have no idea how to go about that.
-Clones could lose all their relationships and social progress when they die.
-When they pop out they could also be really weak, having every bodypart at 1 health, then have to heal/grow slowly while being completly immobile.
-There could be settings on the clones you make too, some could be practically braindead slave workers and others normal
-You could try to team up with the genetic rim guy and be able to mix clones between two things or people making wierd hybrids
-It'd also be neat if they had short lifespans like in Starwars
https://tgstation13.org/wiki/Guide_to_genetics#Mutations_and_Their_Consequences
I'm not suggesting to steal the ideas, just be shamelessly inspired ;)
I really like the idea of this, and I wouldn't mind if whatever was wrong with them was hidden until investigated. Perhaps a workshp bill or so (medical/analysis bed with lotsa funky instruments) that requires a patient and a considerable amount of work units to find out. Just so you don't always do it right-away, since it keeps a doctor busy for so long and/or consumes so much energy to crunch the numbers.
There could be all kinds of physical and psychological effects.
One out of fear of death and self-preservation could switch sides during combat. New traits as has been mentioned, a kleptomaniac disorder where one clone steals your highest wealth items and leaves the map unless you stop them in time.
A clone proclaiminig themselves the new leader of the colony, ordering your pawns around, perhaps arresting them, and not listening to your commands (like some existing events). If you can't stop the mutiny in time, every pawn who joins them won't follow your orders anymore either. Wait... well that's just mean... I like it.
I'm totally in favour of a clone factory :D
There could be a negative mood thing that increases in chance the more clones you have of the pawn, and maybe even make it a chance of being permanent as long as the clone exists.
There could also be a failure type, where the clone for example doesn't grow arms (fixable by bionics), or grows into some kind of monster (attacks everything in sight), with every failure like this having a major chance for a big mood decrease. Maybe even a risk of your original pawn switching sides?
Which would mean that, potentially you could have several clones of your super pawn, or you could lose it all together. Sounds like a pretty big risk unless you're savescumming right?
For true cloning purposes, require Luciferium per clone for "specific tissue generation purposes", and all spawns are addicted to Luciferium. Clones may be spawned as a "murderous doppelganger", that will definitely attempt to kill the original and/or all other clones of him/herself when going on mental breaks. All clones should have higher than normal mental break thresholds. If you clone a prisoner into a new colony member, they might "regain" their true instincts and rebel (permanently turn into an enemy).
Glitterworld Medical Society strongly discourages cloning of clones, as the process itself introduces genetic corruption that can cause defects in the clones. The further down the cloning line, the worse the results. Cloned pawns are indicated so (First-Generation Clone, Second-Generation Clone, etc.).
Cloning of animals, on the other hand, is relatively safe and tame. Mammals may experience manhunter breaks or be harder to train the further down the clone line. Cloned animals have shorter lifespan than originals.
So if something like that is your goal, the idea of two clones hating eachother would be problematic (though it's a good idea for a smaller scale).
You could make cloning a process that takes more time (e.g. energy intensive growth chambers..) and maybe a genome code would be necessary.
These codes could be obtained from traders and have different trait/passion/body sets like soldier/worker/hauler..
To make it not too op you could add defects like Psychopath trait, a muatation that comes out and kills people, a much higher cancer risk or a hidden malfunction that activates in
a breakdown/ a battle situation so that the clone goes havoc.
And to bring matters to head you could make genome codes with less risk much more expencive than cheap expirimental codes. Also colonists could try to create own genome codes but with a more or less random (and to the time when it is tested the first time unknown) outcome depending on their science skill...
Maybe you could make clones even tadeable...
I badly need a soviet clone empire!