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Vampire tracker #360

@imatsoup

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@imatsoup

Getting a fun event ready for the spooky season. Here's an issue to track all of the things that needs to get done before we can allow it into the wild (a minimum viable product if you will). Everything in this list is subject to change and discussion is encouraged:

  • [] Objectives - Currently they only need to survive. Ideas for suitable objectives could include borrowing generic kill objectives, having objectives to feed a certain amount or on specific people. Will likely be easier to envision when we work out what a Vampire should be able to do and how they can do it.
  • [] Abilities - Below are a couple that have been discussed that I believe don't require any sort of extra animation, sprites, artwork etc
    • The ability to feed upon their fellow spessmen, which should probably only work when the target is incapacitated.
      • With this they may need an ability that lets them easily incapacitate lone spessmen, something like Hypnotize from 13.
    • The ability to have thralls, probably no more than one at a time to avoid too much similarity to revolutionaries. Could recruit a dying or critical crew member through an action, and could probably be cured through a mind-shield like revolutionaries. Maybe make being a thrall something that can be opted-into and have an ability that can check if the target is available to recruit to scout out potential evil minions?
    • The ability to shapeshift into a form to get through airlocks, windows, and generally be evasive. I believe in 13 this was a bat form, which would be appropriate, though if we go that route we probably need to change Remalia to let them slip under airlocks and such as well.
  • [] Blood should probably have a healing effect on them or some other unique interaction. One individual suggested they use blood like mana for their abilities, ala Revenant with their essence.
  • [] They should probably have some sort of inherent resistances and weaknesses apart from their species weaknesses by virtue of being an undead monster. For gameplay reasons (and honestly to help combat metagaming), I'd be against making them space immune/not need to breathe even if it would make some in-world sense.
  • [] They should probably have some interactions with the chaplain - I like the idea of holy water being toxic to them/damaging them when they get splashed

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