09-16-2023, 06:21 PM
Kudzumen. A non-antagonist that has a lot of flavor, but brings a lot of frustration with it. They encouraged people to suicide or die on kudzu to turn into kudzumen, They aren't particularly fun to play, and getting rid of them is a weird grey zone. They have similar hall-marks to antagonists, but are not considered non-human. Kudzu can be annoying, but is necessary for kudzumen to survive, so if you want to remove kudzu, that means killing kudzumen and vice versa, compounding the problems previously listed.
This is a discussion for revamping them into a fully playable antagonist that hopefully fills the space somewhere between vampires, flockmind and blob.
What I'm thinking of is a new kind of monster that can turn people into plants or slowly convert them into lesser kudzumen that can help them, because I don't have a better name for them, right now I'll refer to them as Dryad. The basic idea is that they gain power the more they convert organic matter and chems into nutrients, which they deposit in lairs or groves. I'm going to list a couple of key features that could make the antagonist feel interesting.
The New Kudzu™
I would like to highlight some key differences to how kudzu should work going forward:
Kudzu should be more threatening. Seeing Kudzu should feel like "Oh shit!", and not "Oh, huh."
Kudzu should be more contained. Think "building tall" instead of "building wide".
Kudzu should have much clearer, less bothersome methods of removal.
Here's the plan: Kudzu spreading like wildfire is still in, but now, it's centralized.
Introducing: The Kudzu Tree (name not final)
Instead of slapping seeds on the ground, doing so will now plant a kudzu sapling. This sapling will slowly over the course of several minutes grow into a tree. Said tree will have roots that expand while growing, and you might be seeing where this is going. Depending on the size and strength of the tree, kudzu will spread in a wider area. Destroying the tree will cause all nearby kudzu roots to slowly decay over time.
The basic idea is that this would allow the Dryad to create "kudzu groves", small localized zones spread over the station that will act as places where their abilities are the strongest. Kudzu in these zones will grow back rapidly as long as the tree that powers it exists. Saplings are vulnerable, but trees grow quite robust, to the point where taking one down will require some serious firepower or the proper chems.
Nutrients
Kudzu Trees absorb nutrients via the kudzu root. Said nutrients will be used as a currency to power abilities, as well as grow and level up kudzu underlings (see: Conversion). Kudzu is remarkable at absorbing nutrients through a variety of methods, such as absorbing organic matter (corpses, meat), light (the brighter, the better) and even chemicals, such as compost or water. As such, location will both have to be decided on strategic value, as well as how easy it is to grow in said location.
Nutrients are your primary way of "evolution", you get stronger and gain abilities as you use your nutrients as a currency throughout the round. You start with weak abilities, primarily centered around gaining nutrients, and then unlock your stronger abilities later. Nutrients can be stored inside of you up to a small cap, but primarily will be stored inside kudzu trees. The gameplay cycle is to absorb nutrients and bring them to the tree, where you will upgrade your abilities.
Plant "Magic"
This one's fairly obvious, but essentially the Dryad should heavily utilize plants. Kudzumen were capable of this to a degree, but it was a really simplified set of abilities, mostly based on spreading kudzu, which is arguably the least interesting aspect of a plant-based antagonist. Here's some ability ideas:
Conversion
A central mechanic of the Dryad should be converting crew members. The way I envision this isn't too different from the way kudzumen are converted, but their power levels should be different. Essentially, the idea is to spawn lesser kudzumen, "mini-kudzu" if you will, and have them be able to upgrade over the course of the round. This is a more unique take on any present antag-conversions and will incentivize everyone to not only provide nutrients to the player in charge, but also doing so will power them up as well.
Mini-Kudzu will have the ability to evolve into different kudzu variants to serve different purposes. This process takes some time, and will cost nutrients. This creates an incentive for Dryad underlings to gather more nutrients both to benefit themselves and the Dryad. When Dryad's convert dead (or alive) humans, they will immediately spawn as one of these, likely by choosing one archetype, rather than a Kudzulite.
Finally, the last stage of evolution is another Dryad. This is very costly and won't happen often, but is the ultimate goal.
Combating the Dryad
Now, let's talk about how to fight a Dryad. As with any antagonist that starts getting stronger over time, the main advantage is detecting them early. Saplings are very vulnerable early. Naturally, kudzu is extremely weak to fire, but additionally, acid. Kudzu people are immune to toxic damage, take reduced damage from blunt attacks, but are very weak to cutting damage.
The key to defeating Dryads are by targeting the weak points. Destroying trees will neutralize their ability to use a lot of their abilities and evolve further, as well as cause kudzu to decay. Kudzu also have to breathe, so you'd be able to flush out their hideouts via strategic breaches, at least to an extend. It's also important to note that when the Dryad dies, all other kudzu units and trees will start to die slowly. This means that Dryads have to be mindful, they can turn the tide of a battle, but their death puts everything at risk. If the kudzu manages to evolve another Dryad in time, they will however survive.
---
Ultimately, this thread is meant as a way to gauge feedback and ideas. This is an early draft, it is sure to be imperfect. Be as critical as you're able to. Many of the mechanics here might be overtuned or lacking, and aspects of it are scalable and easy to cut if necessary.
This is a discussion for revamping them into a fully playable antagonist that hopefully fills the space somewhere between vampires, flockmind and blob.
What I'm thinking of is a new kind of monster that can turn people into plants or slowly convert them into lesser kudzumen that can help them, because I don't have a better name for them, right now I'll refer to them as Dryad. The basic idea is that they gain power the more they convert organic matter and chems into nutrients, which they deposit in lairs or groves. I'm going to list a couple of key features that could make the antagonist feel interesting.
The New Kudzu™
I would like to highlight some key differences to how kudzu should work going forward:
Kudzu should be more threatening. Seeing Kudzu should feel like "Oh shit!", and not "Oh, huh."
Kudzu should be more contained. Think "building tall" instead of "building wide".
Kudzu should have much clearer, less bothersome methods of removal.
Here's the plan: Kudzu spreading like wildfire is still in, but now, it's centralized.
Introducing: The Kudzu Tree (name not final)
Instead of slapping seeds on the ground, doing so will now plant a kudzu sapling. This sapling will slowly over the course of several minutes grow into a tree. Said tree will have roots that expand while growing, and you might be seeing where this is going. Depending on the size and strength of the tree, kudzu will spread in a wider area. Destroying the tree will cause all nearby kudzu roots to slowly decay over time.
The basic idea is that this would allow the Dryad to create "kudzu groves", small localized zones spread over the station that will act as places where their abilities are the strongest. Kudzu in these zones will grow back rapidly as long as the tree that powers it exists. Saplings are vulnerable, but trees grow quite robust, to the point where taking one down will require some serious firepower or the proper chems.
Nutrients
Kudzu Trees absorb nutrients via the kudzu root. Said nutrients will be used as a currency to power abilities, as well as grow and level up kudzu underlings (see: Conversion). Kudzu is remarkable at absorbing nutrients through a variety of methods, such as absorbing organic matter (corpses, meat), light (the brighter, the better) and even chemicals, such as compost or water. As such, location will both have to be decided on strategic value, as well as how easy it is to grow in said location.
Nutrients are your primary way of "evolution", you get stronger and gain abilities as you use your nutrients as a currency throughout the round. You start with weak abilities, primarily centered around gaining nutrients, and then unlock your stronger abilities later. Nutrients can be stored inside of you up to a small cap, but primarily will be stored inside kudzu trees. The gameplay cycle is to absorb nutrients and bring them to the tree, where you will upgrade your abilities.
Plant "Magic"
This one's fairly obvious, but essentially the Dryad should heavily utilize plants. Kudzumen were capable of this to a degree, but it was a really simplified set of abilities, mostly based on spreading kudzu, which is arguably the least interesting aspect of a plant-based antagonist. Here's some ability ideas:
- "Absorb" - Absorbs nutrients from target object. This could be organic matter or chemicals.
- "Entangle" - Entangles a person and makes them either slow down or unable to move. Can only be used when near plants.
- "Spores" - Spreads spores that can have various effects, such as being poisonous, causing you to sleep, or be stunned briefly.
- "Bramble" - Covers one or many tiles in thick bramble that cannot be crossed. Bramble needs to be destroyed to cross. Requires nearby plants.
- Bramble can be used on doors to "bramble bolt" them.
- Bramble can be used on doors to "bramble bolt" them.
- "Convert" - Used to entrap people and begin the kudzu conversion process.
- This should be a lengthy process to encourage doing so in a remote location, perhaps a "lair" of some kind.
- This should be a lengthy process to encourage doing so in a remote location, perhaps a "lair" of some kind.
- "Seed" - Used to plant a kudzu sapling on the given tile.
- "Spawn Kudzulite" - Creates a small cocoon that, after some time (and based on ghost availability) spawns a Kudzulite.
- Kudzulites are the lowest form of minion. Perhaps even AI controlled.
- Kudzulites are the lowest form of minion. Perhaps even AI controlled.
- "Grappling Vine" - Similar to the "Martian Pull", except it can also pull mobs to you.
- "Heal" - Essentially similar to "Healing Touch", allows you to heal both yourself and your underlings.
- "Mutate Kudzu" - Changes the properties of a kudzu tile, turning it slowing terrain or even construct "Plant Turrets".
- "Root Travel" - Essentially a teleportation ability allowing transportation from a Kudzu Tree to another.
Conversion
A central mechanic of the Dryad should be converting crew members. The way I envision this isn't too different from the way kudzumen are converted, but their power levels should be different. Essentially, the idea is to spawn lesser kudzumen, "mini-kudzu" if you will, and have them be able to upgrade over the course of the round. This is a more unique take on any present antag-conversions and will incentivize everyone to not only provide nutrients to the player in charge, but also doing so will power them up as well.
- "Kudzulites" - This would be the base version. A very small, weak, and possibly even critter-sized plant creature.
- Limited health and abilities, like just "Absorb" and "Root Travel" to spread kudzu trees and gain nutrients.
- Limited health and abilities, like just "Absorb" and "Root Travel" to spread kudzu trees and gain nutrients.
Mini-Kudzu will have the ability to evolve into different kudzu variants to serve different purposes. This process takes some time, and will cost nutrients. This creates an incentive for Dryad underlings to gather more nutrients both to benefit themselves and the Dryad. When Dryad's convert dead (or alive) humans, they will immediately spawn as one of these, likely by choosing one archetype, rather than a Kudzulite.
- "Scout Kudzu" - This is likely the equivalent to "Kudzumen" as we know them, with changed abilities.
- Less health, gains the ability to "Seed" new saplings.
- Less health, gains the ability to "Seed" new saplings.
- "Combat Kudzu" - Combat variant, likely more offensive abilities.
- More health, gains "Grappling Vine" and strong physical properties.
- More health, gains "Grappling Vine" and strong physical properties.
- "Support Kudzu" - Supportive variant, weak but has very disruptive abilities.
- Less health, gains abilities like "Spores" and "Heal".
- Less health, gains abilities like "Spores" and "Heal".
- "Defender Kudzu" - Defensive variant, slow, but gains abilities to fortify the grove.
- Regular humanoid health, gains abilities like "Bramble" and "Mutate Kudzu".
- Regular humanoid health, gains abilities like "Bramble" and "Mutate Kudzu".
Finally, the last stage of evolution is another Dryad. This is very costly and won't happen often, but is the ultimate goal.
Combating the Dryad
Now, let's talk about how to fight a Dryad. As with any antagonist that starts getting stronger over time, the main advantage is detecting them early. Saplings are very vulnerable early. Naturally, kudzu is extremely weak to fire, but additionally, acid. Kudzu people are immune to toxic damage, take reduced damage from blunt attacks, but are very weak to cutting damage.
The key to defeating Dryads are by targeting the weak points. Destroying trees will neutralize their ability to use a lot of their abilities and evolve further, as well as cause kudzu to decay. Kudzu also have to breathe, so you'd be able to flush out their hideouts via strategic breaches, at least to an extend. It's also important to note that when the Dryad dies, all other kudzu units and trees will start to die slowly. This means that Dryads have to be mindful, they can turn the tide of a battle, but their death puts everything at risk. If the kudzu manages to evolve another Dryad in time, they will however survive.
---
Ultimately, this thread is meant as a way to gauge feedback and ideas. This is an early draft, it is sure to be imperfect. Be as critical as you're able to. Many of the mechanics here might be overtuned or lacking, and aspects of it are scalable and easy to cut if necessary.