09-03-2016, 06:06 AM
Heres my two cents:
I liked the idea of the parasite upgrading its host -- kind of like planning the perks it will have once it reaches maturity.
Suicides should auto-surrender the body to the host. The parasite should be able to gain points from any monkey or human body, but should see extremely diminished returns on a corpse. Parasite takeover should be toggle-able while inside a dead corpse and should inject a small quantity of SR to counter suicides.
Parasite cant gain points from a body it has "taken over". Host must be in control of body and suffer some form of damage, slowly, but with no warnings.
(how many times have you been yellow or orange health with no known explanation, and assumed you walked past a hot area with burning air or etc?)
Parasites who play smart with timing and stuns could wait till their host falls below X health then initiate aggressive consumption. (or while host is in combat)
(perhaps give them an ability to deliver 10 damage to a damage type, whichever they harm naturally as one of their abilities)
Parasites shouldnt take damage if their host is on fire. Not unless the parasite has already killed the host and is controlling the body.
Parasites should be able to gain control over their victim within 3-5 minutes after the onset of obvious infection.
Parasites need at least one ability to use that will stun or knockout their host for a short duration, to delay their curing. This should include losebreath so they can interrupt their hosts's screams for help. This is not a frequent-use ability.
Im ok with parasites being able to bring forth more parasites into being. This should be costly and should not include the host...Not right off the bat anyway.
Perhaps allow the parasite a "consume brain" function that can act as the "takeover" mechanic. This starts a 15 minute timer that will enable "lay egg" or "parasitic mitosis" Parasitic mitosis basically allowing you to puke up a new parasite, if you want to, which will happen to be controlled by the old host. Egg same thing but with further delay in hatching, not sure which mechanic would be better. Basically the parasite needs the brain-matter of their host to fuel reproduction, or some such. Note that the actual brain organ in the mob doesnt need to be consumed, that would probably be a coding nightmare.
The part where theres a 15 minute wait would be enough to keep hosts from wanting to die to their parasite.
The part where the parasite has to live for that duration to even be allowed to mitosis a fresh parasite is enough for powergamers not to trust their odds.
Finally, if the parasite doesn't feel like reproducing, it doesn't even have to. It can choose to grow stronger itself, via not spending the points to reproduce.
Work now.
More thoughts later, I want this gamemode to hatch. Just got to incubate it further.
I liked the idea of the parasite upgrading its host -- kind of like planning the perks it will have once it reaches maturity.
Suicides should auto-surrender the body to the host. The parasite should be able to gain points from any monkey or human body, but should see extremely diminished returns on a corpse. Parasite takeover should be toggle-able while inside a dead corpse and should inject a small quantity of SR to counter suicides.
Parasite cant gain points from a body it has "taken over". Host must be in control of body and suffer some form of damage, slowly, but with no warnings.
(how many times have you been yellow or orange health with no known explanation, and assumed you walked past a hot area with burning air or etc?)
Parasites who play smart with timing and stuns could wait till their host falls below X health then initiate aggressive consumption. (or while host is in combat)
(perhaps give them an ability to deliver 10 damage to a damage type, whichever they harm naturally as one of their abilities)
Parasites shouldnt take damage if their host is on fire. Not unless the parasite has already killed the host and is controlling the body.
Parasites should be able to gain control over their victim within 3-5 minutes after the onset of obvious infection.
Parasites need at least one ability to use that will stun or knockout their host for a short duration, to delay their curing. This should include losebreath so they can interrupt their hosts's screams for help. This is not a frequent-use ability.
Im ok with parasites being able to bring forth more parasites into being. This should be costly and should not include the host...Not right off the bat anyway.
Perhaps allow the parasite a "consume brain" function that can act as the "takeover" mechanic. This starts a 15 minute timer that will enable "lay egg" or "parasitic mitosis" Parasitic mitosis basically allowing you to puke up a new parasite, if you want to, which will happen to be controlled by the old host. Egg same thing but with further delay in hatching, not sure which mechanic would be better. Basically the parasite needs the brain-matter of their host to fuel reproduction, or some such. Note that the actual brain organ in the mob doesnt need to be consumed, that would probably be a coding nightmare.
The part where theres a 15 minute wait would be enough to keep hosts from wanting to die to their parasite.
The part where the parasite has to live for that duration to even be allowed to mitosis a fresh parasite is enough for powergamers not to trust their odds.
Finally, if the parasite doesn't feel like reproducing, it doesn't even have to. It can choose to grow stronger itself, via not spending the points to reproduce.
Work now.
More thoughts later, I want this gamemode to hatch. Just got to incubate it further.