Name: The Forgotten Tale of Notrium. Theme: A Notrium Expansion/modification. On the world of Doran Prime, Pre-Notrium. Playing the male mentioned in the Stowaway's journal, Kai T'Qi evolving and progressing on the untamed Doran Prime. Contribution: Badly recoloured graphics, plots, descriptions, potentially scripts, if I get round to actually doing this. Requirements: Item ideas, extra evolution ideas, anything extra to help flesh it out a tad....
Evolution Abilities: Aggressive - NB: Aggressive evolutions must all be purchased in order.
Claws Sharpened Claws (Claws +1) Razor Claws (Claws +2) Scythe Claws (Claws +3) Monomolecular Claws (Ultimate Claw?)
Spit (Just paralysis, no damage) Acidic Spit Venomous Spit (Longer paralysis time) Toxic Spit (Higher damage + Longer paralysis time) (Ultimate Spit)
Bite (1.5 ordinary claw damage) Deadly Bite (2.5 ordinary claw damage) Terror Bite (2.5 Razor claw damage) Hell Bite (5 Razor claw damage)
Note: Timid creatures will run away from a howl, potentially allowing interesting stalking tactics, using landscape features such as "blind canyons" and other enclosed spaces, whilst aggressive creatures should act as per normal towards hearing a weapon, potentially at extreme ranges. Perfect if you're spoiling for a fight, just try not to use it in the middle of a boss area.... Howl (Attracts short range prey/allies - Invisible ultra loud weapon) Ferocious Howl (Attracts mid range prey/allies from further away) Terra Howl (Attracts distant prey/allies, stuns adjacent prey) Sonic Scream (Attracts distant prey/allies, stuns adjacent prey and drives them back) All howls should have extra long recharge periods, and preferably be hotkey'd to use, rather than equipped to wield as a weapon, stopping a need for switching.
Defensive -
NB: Exoskeleton must be purchased first. Exoskeleton (armour +1) Harden Exoskeleton (protects against acid rain, armour +2) Insulated Exoskeleton (Prevents lava damage, reduces flamethrower damage, regulates temperature - halves increase, decrease?)
NB: Purchase in order. Defensive Spines (+1 armour) Projectile Spines (Spine becomes a new item, long ranged sniper spine, lower damage than basic spit, no stun, low knockback and low fire rate) Projectile Quills (+2 armour, Spine weapon becomes Quill, higher damage, same range and low knockback, slightly improved fire rate) Superkinetic Spikes (Quill becomes Spike, higher damage, higher knockback, same range and fire rate) Spike Patches (Replaces Fires three spikes at once at target - with this, Spikes should deal damage equal to or greater than toxic spit, but cost is triple)
NB: Purchase in order. Sharp Senses (Short range motion sensor, as alien) Enhanced Senses (Mid range motion detector, as alien) Preternatural Senses (Long range motion detector, as alien) Blood Sense (Maximum range motion detector, as alien) Electrical Sense (Mid range energy detector?)
Extras - Primarily one off purchases.
Photosynthetic: Generate food at 1 per second whilst not in cover and it's daytime. Hyper Regenerative: Use food to heal injuries, 20 food : 10 health Self Cannibalise: Use health to increase food, 20 health : 10 food Cold Blooded: Increases speed at high temperatures, immune to cold shock. Lowers food consumption by 90%, movement is three quarters base at 0 temperature, caps at twice base at 70-80. Internal Furnace: Speed becomes 120% of normal, permanent 80% rage (as opposed to 33%), food use is doubled. Hyper Efficient Respiration: Reduces the reduction of food by approximately 20%. Primal Rage: Primal rage, slows time as per standard alien rage, but potentially needs a different bar filling, with "fills to the max possible for bar". Starts low, maybe 20. Adipose: Increase maximum food level by 20. (Multiple selections possible, price increments each time) Caps at 1000. Viscera: Increase maximum health by 20. (Multiple selections possible, price increments each time) Caps at 500 Adrenaline Sacs: Increase Rage time by 5. (Multiple selections possible, price increments each time) Caps at 200 Nesting: Builds a nest. Requires various items to use. A nest functions much like a stasis field in terms of health/temperature regulation. Unlike a stasis field, nests do not slow food consumption, or prevent weapon use. They also operate as cover. Tertiary claws: Footclaws reduce knockback by a degree. Hyper digestion: Allows the consumption of poisonous brown alien corpses. Preferably, without this ability, brown corpses would not even be possible to pick up, and would then become auto-feed items on evolving this.
Creatures and foodstuffs: Note, ALL food is consumed on pick up, with the possible exception of things like Marine rations. All predator species grant evolution points at small degrees on killing, prey do not.
Rabus: Small, cowardly and timid. Herbivorous Lizards, also known as rabusaurs, or "rabus" for short, breed prodigiously and feed on grass, whilst every other species on Doran Prime feeds on them. Nutritional value is minimal, due to their tiny size, but they taste like chicken. Rabu Eggs: Rabu eggs, picking up eats them for a tasty snack, whilst leaving them alone will eventually allow them to hatch into adult rabus, which, much like tribbles, will immediately set about laying eggs once every few minutes. Bisars: Fast quadrupedal herbivore. Much like rabus, bisars lack offenses, but are fast runners. Whilst their large frames are highly nutritious, they are much more durable to damage than rabus, and prone to running away as soon as they notice a predator. Blue Aliens: Distant relatives to the Doran Prime's dominant alien species, these occupy the same niche as their Notrium counterparts, turning up everywhere, in various sizes, and generally being annoying. Brown Aliens: Also relatives to the dominant Doran Prime aliens, and also identical to the Notrium variety. Reapers, Dire Reapers and Reaper Queens: Dire Reapers are too villainously good and evil to pass up, even if destined to be different from their Werivar counterparts, whilst Reaper Queens will serve to punish the unwary for treading on their invisible eggs by accident. Reapers to be modified to provide food as well as health, because I always thought that a bit odd. Dorani Aliens: The dominant species of Doran Prime, voracious hunters, high speed, high health, high powered claws. Some variants might use acidic spit. To include green drones (of which a certain famous green alien is), "soldiers", dark red Dorani predators, no runts these, but straight up deadly hunter killers, and finally the massive golden elite stock, the primary breeders. Corpses in order of nutrititive value: Rabu, Small Blue, Reaper, Green Drone, Normal Blue, Brown, Dire Reaper, Bisar, Red Predator, Blue Queen, Brown Queen, Reaper Queen, Golden Queen. Naturally fungi and health plants will remain, though edible fungi will be much rarer. Other: Human outposts and exploratory parties, possibly robots, androids, something I felt sorely lacking in the original Notrium: Marine corpses, their rations, and potentially a tamable creature.
Items: Unlike Notrium proper, few items beyond natural resources occur, those that do would be purely in the hands of outposters, explorers and generally non-alien areas. Most natural items will have at least one location where they will regrow, allowing potentially indefinite survival. Wood: A piece of wood. Stone: A very ordinary stone. Spice: He who controls Doran, controls the- Just kidding. Mustard Jacket, a yellow plant which, when ingested, raises body temperature. Cactus: Desert plant which contains a large amount of vital moisture for cooling down. Leaves: An autopickup, much like sand, for use in nests, and as... alternative tinder. Findable in pretty much every location barring deserts. Sand: For sandcastles. Metal: A sliver of metal, maybe if I combined it with a piece of flint....
Other items of human and other alien origin a definite possible, though extremely rare, some one of a kind items....
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