OpenXcom Forum

Modding => Released Mods => XPiratez => Topic started by: Zharkov on February 14, 2019, 10:39:06 pm

Title: [MOD] Reincarnation 0.2b
Post by: Zharkov on February 14, 2019, 10:39:06 pm
So, you can summon spectres. Why not summon them directly into a cloned body of their former self?

This is just for testing atm. You can get your dead original gals and recruited übers back with all their experience. Just chose "Reincarnation" / "Reinformation" in the "Soldier Info" button. Works like summoning spectres. No balancing nor ufopedia yet. Must be researched.
Title: Re: [MOD] Reincarnation beta
Post by: niculinux on February 15, 2019, 06:40:59 pm
So, you can summon spectres. Why not summon them directly into a cloned Body of their former self?

This is just for testing atm. You can get your dead original gals back with all their experience. Just chose "Reincarnation" in the "Soldier Info" button. Works like summoning spectres. No balancing, own research (Needs summon spectres, though) nor ufopedia yet.
Thanks, may be a neat integration in the game if Dioxine agrees, but shoild require a serious and difficult research  8)
Title: Re: [MOD] Reincarnation beta
Post by: wolfreal on February 15, 2019, 07:37:02 pm
And be costly, have penalties, been kind of advanced in the game, and some justifications.

Maybe not cloned, maybe, some magitech stuff, where you need the soul of a strong gal to be embedded in a kind of syn.... High tech and High magic
Title: Re: [MOD] Reincarnation beta
Post by: Rince Wind on February 15, 2019, 11:24:34 pm
Losing gals should mean something. If you can bring your elite back for little cost it is pointless.
Should probably cost at least one of each gem and some other rare stuff.
Title: Re: [MOD] Reincarnation beta
Post by: Dioxine on February 16, 2019, 04:24:13 pm
I always planned to add it eventually, just the parts of the game that will bring you the required tech/magic to ressurect someone (from Spectre) do not exist yet.
Title: Re: [MOD] Reincarnation beta
Post by: Zharkov on February 18, 2019, 12:39:32 pm
I think this should cost lots of money, an amount that really kicks your budget in the nuts and makes you think that it might be easier to train a new gal. How much do you think should this cost? Is $ 10.000.000 right?

And new version is up.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Dakkdakk on February 18, 2019, 09:50:56 pm
Could be cool, but not just costly money wise, but instead need lots of rare stuff to do it, like zombie juice, vampire blood and whatnot, and even then it would have drawbacks.
Losing units permanently is such a core mechanic of regular xcom gameplay that any way to subvert that should be pretty expensive and/or cost a lot of effort, but it obviously should have its own, unique gameplay advantages and aspects, or else people will simply not bother and just opt to hire and train another gal instead. You could get a unit similar to doctor x or something.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Solarius Scorch on February 19, 2019, 12:11:25 am
You know, I kinda like the idea that at first you can only do "imperfect" reincarnations - so the person lives again, but not everything went smoothly (https://tvtropes.org/pmwiki/pmwiki.php/Main/CameBackWrong).
For example, they return as a semi-sentient Nosferatu. They can be useful for close combat tanks to the claws, but otherwise not much can be done with them.
Only after some additional research (possibly involving a Nosferatu autopsy) you can perfect the formula.
Title: Re: [MOD] Reincarnation 0.2b
Post by: legionof1 on February 19, 2019, 05:28:01 am
Imperfect resurrection sounds wicked, maybe each codex has its own little "flavor" of corruption. Red codex does the vampire shtick, Grey mind powers, ect
Maybe even multi stage? Kinda like rasputin in Hellboy franchise.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Dakkdakk on February 19, 2019, 02:02:33 pm
Ye, each codex could have its own spin on it, and it could maybe be used on stuff other than gals also, each with different results.

Or it could even be a part of the whole branching research choice thing that dioxine introduced recently. For example, you could have a "necromancy" themed research path which you could take that'd let you bring back gals as spectres/vampires/undead gals, slave soldiers as zombie/zombie troopers, peasants and bugeyes as something else, etc, while the other branching path would give you something else. The initial research could prob be unlocked by researching zombies and/or necropirates, with the more advanced parts being unlocked through gemology, zombie juice, etc.

I for one support any idea of bringing the jojo stone mask into the game and turning my gals into DIO.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Dioxine on February 20, 2019, 03:29:45 pm
Imperfect resurrection sounds wicked, maybe each codex has its own little "flavor" of corruption. Red codex does the vampire shtick, Grey mind powers, ect
Maybe even multi stage? Kinda like rasputin in Hellboy franchise.

That's exactly stuff that sounds good to me.
Title: Re: [MOD] Reincarnation 0.2b
Post by: legionof1 on February 21, 2019, 01:47:18 am
Some further thought on the matter. The first stage get a special slot power but suffers slightly in certain stats, mostly health, to encourage the odds of the later stages.

Second stage losses a hand for an additional power. Third losses the remaining hand and the inventory, but gets moderate stat buffs over even the normal gals to compensate.

Kinda like how 40k chaos corruption progresses. Blessed champions are largely unaltered physically, then mutation spreads, then you have princes and such which while powerful are pretty much stuck using whatever inherent powers they possess because there form is well outside the norm.
Title: Re: [MOD] Reincarnation 0.2b
Post by: sanyaskillpro on February 21, 2019, 03:14:34 am
I think the first thing to be decided is the proportion of voodoo and tech that are used in the resurrection. If it's mostly tech or 50\50 - like the OP suggests, you basically summon a spectre(not the hardest voodoo thing to do) in a cloned body(a mid-tier tech achievement) then why would you summon them in a misshaped body, and summoning someone into a zombie would be quite rude(and gamebreaking, because they have shitload of sense. unless you nerf sense for your people only, then it's game mechanics juggling). The drawbacks would be mostly mental, i suppose the gals who came back to life would be either fearless or scared(depending on a plane of hell they were chillin' at). Think DD afflictions, fearless would be like half armor half resists no CQC, they know there's a life after death and they're cool with that(and maybe don't want to waste time that much plundering this shithole planet), and fearful is the complete opposite, they would constantly panic, get MC'd, you get the gist. Or just chug alcohol in hideout acting like a low upkeed maxed out(i assume you wouldn't res a regular Jane) soldier for crackdown defense. Just some ideas.
And if the resurrection is mostly based on voodoo with barely any tech - like you summon a spectre and then make it manifest a physical form then physical mutations are a possibility, almost an inevitability, along with the mental ones.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Rince Wind on February 21, 2019, 10:48:35 am
Well, you could say sense in a zombie body doesn't work properly because you had to take out the parasite and that is the thing that provides or reads the input.

Another idea might be to use Illusion VooDoo. "Ressurection" is cheap, but the gal only has one HP and can't learn anything.  Stuff that is harder to impletent (I guess) would be it being immun to (Mind-)VooDoo and incapable of using VooDoo itself.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Dakkdakk on February 21, 2019, 02:01:12 pm
There could be different flavors of ressurection as well, from literally raising gals from the dead as slutzombiegoasts to locking them up in a special kind of power suit/tank from which they can never get out of, ala 40k's dreadnoughts, depending on what kind of research you have unlocked. IE, if you're deep in the voodoo research, then you'll unlock ghosts and vampires and whatnot, while if you're focusing on power armor, tanks and stuff you get the cyborg option.
It would be cool if there was an element of randomness to it as well. While trying to raise your gals as, say, vampires, there could be a chance to fuck up and turn them into degenerate ghouls or something.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Zharkov on February 21, 2019, 02:09:31 pm
[...] to locking them up in a special kind of power suit/tank from which they can never get out of, ala 40k's Dreadnoughts [...]

That is an idea I like!
Title: Re: [MOD] Reincarnation 0.2b
Post by: JustTheDude/CABSHEP on February 21, 2019, 04:42:12 pm
Or... CYBORGS! Green seems nice to give that option from dead gals and lore from Technocracy would be used.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Abyss on February 21, 2019, 04:52:49 pm
... there could be a chance to fuck up and turn them into degenerate ghouls or something.

In a usual compaign I have like 300-400 Gals dead.. What will be the suggested chance to raise a Degenerate Ghoul instead of a cyborg? I'm looking forward to get a Legion of the Damned.
Title: Re: [MOD] Reincarnation 0.2b
Post by: niculinux on February 21, 2019, 05:20:55 pm
Or... CYBORGS! Green seems nice to give that option from dead gals and lore from Technocracy would be used.

I like this one, might cost not a load of money, but  specific technology is needed, plus they may improve  very very very slowly; reimnds me kinda galaxy 999 questbfor mechanichal bodies (http://blog.gearsonline.net/2010/05/galaxy-express-999/)!
Title: Re: [MOD] Reincarnation 0.2b
Post by: Dakkdakk on February 21, 2019, 06:11:41 pm
I mean, its just an idea. Randomness is something that need to be handled well or you can end up creating more frustration then interest from the player. The chances could be like, 65% for a ghoul thing, 35% of something better, or something. Whatever the "something better" thing ends up being, it should be better enough to warrant the player spending enough time and resources to eventualy get it.

Then again, just an idea. Whatever Dioxine eventualy ends up will bring another thing to look foward to during the game.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Abyss on February 21, 2019, 06:34:35 pm
The chances could be like, 65% for a ghoul thing, 35% of something better, or something. Whatever the "something better" thing ends up being, it should be better enough to warrant the player spending enough time and resources to eventualy get it.

Every chance-depending thing tends to end up in an abuse.
Like me buying 1000 Freak gals just to get 40 with 115 TU and all other stats almost maxed.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Rince Wind on February 21, 2019, 09:54:32 pm
I don't think randomness is even possible here.

But you could make it depend on the stats, I think. And if Dioxine is mean he won't allow us to properly raise the best gals, because they get into some kind of gal valhalla and don't want to leave, so we'll only get zombielike things from them, while good gals that were not almost maxed out might be willing to return to earn their own proper place.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Negative on February 24, 2019, 09:03:21 pm
AFAIK, background says the Star Gods have some sort of "immortality" tech, which is consciousness transferring to cloned body. When StarGod's body is kinda weared out and about to die - he transfers himself into another one. So, when you get this tech somehow(StarGod detention?) you can make "backup" of gal's mind. This process will take some time, but if gal dies after this, she would have been resurrected. In "saved" condition, with some progress loss.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Dakkdakk on February 25, 2019, 03:48:17 am
Personally I'm against the player getting perfect ressurection tech, for both lore and gameplay reasons. In order for it to be relevant in regular gameplay, it shouldn't be some sort of hyper expensive late game tech, because by then you'll prob already have so many fully trained gals that it wouldn't really matter much to keep one gal or another from getting snuffed.
Lore wise, it wouldn't make much sense for the gals, who can't even reproduce optronic computing (as stated in the research text) to perfectly reproduce tech that only the star gods have.
If reincarnation tech is added, it should be much like the other stuff the gals manage to make: dirty, dangerous, and maybe kinda sexy, but far from perfect.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Dioxine on February 25, 2019, 07:52:30 pm
dirty, dangerous, and maybe kinda sexy, but far from perfect.

Of course!
Title: Re: [MOD] Reincarnation 0.2b
Post by: Martin on February 27, 2019, 06:02:29 pm
StarGod detention?

How abotu Star God defection? I mean they do face internal dissent.
Title: Re: [MOD] Reincarnation 0.2b
Post by: niculinux on February 27, 2019, 07:10:43 pm
Don't wanna sound repetitive, but i'd insist on the cybirg thing, may be more easier to implement; plus would fit well with the setampunk/cyberpunk theme of the game. Jyst remembered about the System Shock (the firts) death cinematic:

Title: Re: [MOD] Reincarnation 0.2b
Post by: LytaRyta on February 27, 2019, 08:28:42 pm
I like this one, might cost not a load of money, but  specific technology is needed, plus they may improve  very very very slowly; reimnds me kinda galaxy 999 quest for mechanichal bodies (http://blog.gearsonline.net/2010/05/galaxy-express-999/)!


http://blog.gearsonline.net/wp-content/uploads/2010/05/ge999-02.jpg   :P  8)
:-*  8)

 Maetel ~~ Galaxy Express 999 (https://www.google.com/search?q=maetel+999&tbm=isch&source=hp&sa=X&ved=2ahUKEwj69q6axNzgAhUQJ1AKHaZRCT4QsAR6BAgFEAE&biw=1440&bih=745)
Title: Re: [MOD] Reincarnation 0.2b
Post by: JustTheDude/CABSHEP on February 28, 2019, 12:09:16 am
Don't wanna sound repetitive, but i'd insist on the cybirg thing, may be more easier to implement; plus would fit well with the setampunk/cyberpunk theme of the game. Jyst remembered about the System Shock (the firts) death cinematic:


I thought more about C&C cyborgs:

https://www.youtube.com/watch?v=2N513XMB3FA

Or

https://vignette.wikia.nocookie.net/cnc/images/e/e0/NodMutantResearch.jpg/revision/latest?cb=20060518085448

Or

https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/262bb5d7-2040-4390-bec8-9f2e130cda12/d375jdp-88d46ff4-0d76-455c-b2d6-7849428eca17.jpg

I think they look crude enough to be build by Ubers in mid game, or even ordered to do so by Technocracy.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Dakkdakk on February 28, 2019, 05:11:03 pm
Maybe the reincarnation stuff could tie in with the doctor X storyline and the biolab you can get, or expand on it in some way. Something like this: at some point you get some sort of tech that lets you bring back your dead gals as something (whatever that something is), and then, when you get your hands on doctor X and the biolab, you can then upgrade said something to something sexybetter.
Title: Re: [MOD] Reincarnation 0.2b
Post by: Abyss on March 02, 2019, 01:30:47 am
Maybe the reincarnation stuff could tie in with the doctor X storyline and the biolab you can get, or expand on it in some way. Something like this: at some point you get some sort of tech that lets you bring back your dead gals as something (whatever that something is), and then, when you get your hands on doctor X and the biolab, you can then upgrade said something to something sexybetter.

Dioxine's going to make several more characters Dr.X alike and each one will provide some bonuses. I hope it is somehow Solarius's dossier stuff inspired (when you get the dossier and a random mission occurs from a list. I've got a couple: some random scientist defence and an old invisible kickass ninja capture/kill from, actually, a lot of the possible ones)
And it's cool, it's really cool to have that types of missions: it generates randomness in the storyplot which is always broadening and narrowing, but always has the same bottlenecks you have to pass through to make the next step.

So... a single unique capture can give some tech, and different combinations of these captures might lead to a solution that we all waiting for: the cyborgs (but not the Syns, they are sexy and different)
Title: Re: [MOD] Reincarnation 0.2b
Post by: Ashghan on March 02, 2019, 07:17:54 pm
Except that, with the mission generator already stuffed with a huge amount of stuff, locking a tech (even a not very important one) behind a single mission and/or capture seems a bit counterproductive. I assume the reason behind VIP kidnapping and Saya reward is to make the research largely independent from missions, since they are too random. If anything, the reward could be items that are rare/lategame tech - nuclear lasers, defender armor, Python HSR etc. for the easy-medium missions, with Impalers, Gattling Lascannon Parts, gems and perhaps even an Orb for the most difficult ones. That way you have some reward (that works for a time), but without upsetting the general tech balance. Of course setting up the missions to be in line with the reward is a pretty daunting task in itself.

Plus, the unique missions are pretty time intensive (modding wise) when you consider the gameplay gains. And if you put the unique enemy in a regular random tileset, much of the 'uniqueness' is lost. If done this way, most of these missions would work exactly like Zaxx's Assasination mission.