RimWorld

RimWorld

Alpha Mechs
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Sarg Bjornson  [developer] 8 May, 2023 @ 10:43am
Ideas
Throw me some ideas here. I can't promise I'll follow up on any of them, but I've always said that and Alpha Memes is basically a whole bunch of genes from idea people gave me on Reddit!
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Showing 1-15 of 73 comments
Hamacelos 8 May, 2023 @ 11:00am 
what about an advanced mech that can eat brains from fallen enemys to make subcore to make more mechs
ShunTheWitch 8 May, 2023 @ 11:02am 
honestly if its more wishful thinking/ideas it would be cool to see the turret mounting like in WTH but moved into a biotech system on it's own or in a mech mod especially since we all know the baseline turrets on normal mech bosses are pathetic and only influence the fights when used against you when you have two stick and a rock for your four pawns and they better share that rock if they want to do any damage to dibbles
Hamacelos 8 May, 2023 @ 11:04am 
a mech that can deep drill directly
Hamacelos 8 May, 2023 @ 11:07am 
a mech that can do waiting jobs from gastronomy and the storefront mod
G-Fiti 8 May, 2023 @ 11:29am 
How about some crude entry level mechs that run exclusevely on helixien gas
ignis 8 May, 2023 @ 12:22pm 
Generally, feels like ultraheavy mechs have noticeably weak armor.

5 bandwitch and tons of resources for slurrypede, seriously? And that much resources? You know, NPD with hopper is just 150 steel and 3 components, and agrihand to supply it is 1 bandwitch, basic subcore and 50 steel. For that cost even if it would produce lavish meals it wouldn't be worth it.

Assembler also not looking good since it produces mostly trash.

Aura - 3 bandwitch for it also looks like a lot if it is just a scyther that needs no repair after combat.

Sanguinarius with 4 bandwitch looks like a joke. I mean, paramedic can do that and more for 1 bandwitch.

Honestly, all those hyperspecific working mechs look like a joke.
CTH2004 8 May, 2023 @ 1:22pm 
Originally posted by Sarg Bjornson:
Throw me some ideas here. I can't promise I'll follow up on any of them, but I've always said that and Alpha Memes is basically a whole bunch of genes from idea people gave me on Reddit!
"On reddit"? Which reddit?


New mechs to the main mod:
  1. Genetic Alterer: A special unit designed operate the Gene Assembler[rimworldwiki.com], and inject the resulting Xenogerm (You can even order it to create it, and then immediately inject it!). It can also extract genetic material from other pawns.
  2. Genetic Tailorer: A hyper-special unit that can extract genes like the one above. However, it can also:
    • Use (less) power to assemble Xenogerms faster than normal inside itself,and store it there indefinitely! (By doing the following)
      1. Have all genepacks in Gene Banks
      2. In it's bar (Same one that you used to duplicate xenogerms), click "make Xenogerm"
      3. A menue appears that shows all Genepacks that the mech can path to. Design your Xenogerm like normal, name it, and hit "make"
      4. Wait for it to complete (thrice the rate of vanilla? twice?)
      5. Done!
    • Duplicate Genepacks like the Xenogerm Duplicater in Altered Carbon: Ultratech Unleased by doing the following
      1. Click on the button on the bar that says "See all Xenotypes"
      2. It will show a menue with all the xenogerms, and how many of each one there is (same genes and name)
      3. At the side, you can click a "Rename" button to rename them all, or a "Duplicate" button to duplicate them quickly (1 in-game hour?)
    • Seperate genepacks into multiple independent genepacks like the Gene Centrifuge in Altered Carbon: Ultratech Unleased (If you have that mod installed) by doing the following:
      1. Right-Click on a genpack
      2. Click "split"
      3. Select desired gene
      4. It will split into 2 genepacks, one with the desired gene, the other with the rest!
    • Can inject Xenogerms, both as Xenogenes and Endo-Genes (Inheritable, unless archite, in which case ignored (both for cases of complexity (So, when it comes to inheritance, it will look at total complexity, excluding archite genes), as well as inheritance), by doing the following
      1. Right Click on desired colonist.
      2. Click "Implant Xenogerm"
      3. Select target Xenogerm (from the list of ones stored inside. If you want to re-use it, remember to duplicate it, or you'll have to re-create it!)
      4. Once you choose it, select whether you want it implanted as a Xenogene (like a normal Xenogerm), or an Endogene (makes all but the Archite ones inheritable, and makes all of them un-erasible)
        • If inserted as a Xenogen, the coma will be shorter than normal, as it's implanted directly
        • If inserted as an endogene the coma will be longer, as it's a much more extreme change! In extreme cases, medical support is needed! It takes 10 mech energy. If there is less than that, the Xenogerm will be destroyed, the mech will break down, and the pawn will be damaged, proportional to the difference (Closer to 10%, more damage)
  3. Colonist Resurector: uses resurecter mech serum. Is able to jump to almost anywhere on the map, ressurect a mech (with no chance of phsycosis), and then "burn out", turning into a pile of unsalvagable dust. Useful for if your main warrior died in the heat of battle. Can also be ordered to auto-ressurect any pawn that dies!
  4. Battle-Booster: absorbs Psycite, Neutroamine, (and maybe more), to be able to make customizable drugs to inject mid-battle
    • Can jump into battle, has a short range shield (that lets projectiles out), and a point defense bulb
    • Can inject "Combat Cocktail"
    • Combat Cocktail is a custom drug. You design it!
    • You can select different pawns to be auto-injected with different ones either when drafted, when the mech is commanded to "auto inject all", when a raid starts (raid starts, pawns get boosted), or you can Right-Click on a pawn, and manually tell it which one to inject (give your meelee pawns meelee boosts, but remove their shooting, your shooting pawns don't need melee skills at that time, ect)
      • Increase/ decrease all stats, including things like accuracy, speed, aim time, ect (as desired)
      • The more benifits (or longer duration), the higher the chance for chemical damage when it wears off (Drawbacks can decrease this to some extent) (Including ones such as "decrease skill "x" (Hey, it's a melee fighter, might as well just decrease shooting)
      • The longer it lasts, the longer they will be downed after the battle
      • The stronger the effects, the longer they will be downed (Drawbacks can decrease this to some extent)
      • The cocktail can cause chemical damage, at extreme enough levels, enough to nearly kill the pawn! It also knocks them out. It's a balancing act: "Do I boost them more, or for longer?" "Do I make them last longer to insure they last the entire battle, or lessen the chance of damage with a lower duration, and just take them out of battle once downed?"
      • Shows you the probabilities
  5. Drug Maker: Similar to the Combat Cocktail one, but the drugs it makes are weaker, and addictive. They are custom, and depending on the ingridients, effected by genes differently. If you add go-juice like effects, it is considered "go-juice". Same with wake-up, smokleaf, ect. So, if you meet them all, it can take care of a pawn that requires all of those! But, if you have 3 drugs, and only 2 of them are drug-immune, they can get addicted to that third one! Luckilly, it has no chance to knock them out and cause damage as soon as it runs out, and the injections can be done by the mech on command, automatically, or it can produce the drug! (It can also produce multiple varieties? All customized!) Of course, benefits and drawbacks change the chances of addiction. WIth enough drawbacks, you can make it non-addictive, but you might end up having to basically disable parts of your pawn...
  6. Core Maker: Can make all 3 subcores. Produces the basic, can soft-scan and produce the standard, and can rip-scan and produce the advanced! It can also "store" scans, so you could ripscan all your downed enemies, and craft the stuff later!
  7. Mechantor: Bonds to one mechantor, and then can boost the Bandwith of another! Uses "x" bandwith, and boosts the other mechanators by "x" (or "x/2"?) (Effectivly transfering the bandwith from one mechantor to another). Works while self-charging, so, effectivly an alternative to Transmitters, albiet one that can be stunned and killed! However perhaps it can also haul and clean, albiet not as well as the dedicated ones?
  8. Gestator: Acts as a mobal gestater, able to gestate any mechanoid, but can only gestate mechs for the mechantor that controlls it. However, the mechantor doesn't need to go near it. They can just order it to gestate a specific mech, it will gather the materials, and release the mech when it's complete! The mechanator need only order it once!
  9. Charger: Has a large charge, and wirelessly charges nearby mechs while draining its own. Can consume uranium to re-charge, as well as using the (large) charging pad. Will help any friendly mechanoids. This can be used to remove the need for many chargers, as it can just keep the mechanoids full, and if you have enough uranium...
Last edited by CTH2004; 8 May, 2023 @ 1:40pm
Myphicbowser 8 May, 2023 @ 5:36pm 
Urban Slurrypede: A Slurrypede Varient that specifically operated on worlds where only Household Animals and Humans lived. This means that they turn Bodies and everything they had on them into sweet sweet ultra disgusting nutrient paste. They would probably use Acid to do the melting, so if they had an acid attack as well it would be nifty and make them able to defend themselves, but i mostly just want a hyper efficient corpse cleanup tool
Ren 8 May, 2023 @ 9:59pm 
Any chance for your spin on a combat medic mech or just medic mech? Also if it isn't a mod already (haven't seen one at least) possibly a gestator mech? To gestate other mechs. I'd understand if not since that'd be kinda op but I've just been wanting to do a purely mech run.
Hamacelos 9 May, 2023 @ 5:22am 
also after having a little go with the new bosses , all i can say, go full sarg other new bosses, these guys where so much fun
lindsay19971 9 May, 2023 @ 9:56am 
this mechanoid idea goes along with a scenario that removes the colonist start (mechanitor in this version) and replaces it with a heavy mechanoid.

the hyperion constructor bot from BL2/Pre-Sequel, so a large constructor bot that acts as a mobile command bot with a large bandwith and AOE signal range, it constructs the basic and heavy mechs.

another addition would be new builder mechs able to build your standard walls like a normal colonist would but also building mechanoid only structures, these being like recharger pylons & wastepack recyclers but also mechanoid factories (basically gestator pods), plus a select mechanoid turret set as well.

overall its more for the constructor mechanoid as the constructor mechanoid would usually be able to gestate mechanoids and defend itself.

in the end think of games like bl2 and generation zero for a more robot uprising.

many more ideas to come.
Risk 9 May, 2023 @ 8:29pm 
Would be cool to have the mechs from xcom 2
Watts Up 9 May, 2023 @ 11:43pm 
Pretty simple suggestion, but it would be great if the sanguinarius would just automatically extract from hemogen farm prisoners. Feels kindof pointless to have a mech that doesn't automate its only job. Especially annoying to do manually since it has that cooldown. I know it's supposed to have a combat role, but its description makes it sound like it should be able to do work.
Last edited by Watts Up; 9 May, 2023 @ 11:47pm
ignis 9 May, 2023 @ 11:51pm 
Al lot of mechs unlocked by basic/standard researches are using subcores that are not available at that point.

Got a look at bellicor. So, it is basically militor mk2... But the problem is that it offers more armor, but its weapon is not that much better, so DPS output is not far off. And it uses 2 bandwitch. Just using 2 militors instead would offer better damage output, and would not require plasteel which tends to be very valuable early when they are actual. Would be much more tempting ig it would use same 1 bandwitch, or if it would have some better weapon.

What is the point of culinaris? Fabricor has 10 cooking skill, which is enough for pretty much any cooking needs.

Turbocleaner... So its only benefit is ignoring path costs? Not even higher speed compared to cleansweeper? Well, at least this one has 1 bandwitch cost, so it is somewhat of an upgrade that does not cost bandwitch for nothing. Still, that extra steel and components can have better use.

Strider needs absurd amount of steel and plasteel for a medium non-combat mech that is basically a bit better lifter. It needs almost as much resources as 2 tunnelers which are havy tanks. Also, it is even slower than lifter.

Generally, the big problem with progression is that mods add a lot of mechs that use more bandwitch than vanilla but do not offer proportionally better performance. And bandwitch on early stages tends to be the bottleneck.
Sarg Bjornson  [developer] 10 May, 2023 @ 12:03am 
Originally posted by gigawattz:
Pretty simple suggestion, but it would be great if the sanguinarius would just automatically extract from hemogen farm prisoners. Feels kindof pointless to have a mech that doesn't automate its only job. Especially annoying to do manually since it has that cooldown. I know it's supposed to have a combat role, but its description makes it sound like it should be able to do work.

This is a bunch of hours of work, so... no
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