Difference between revisions of "Proposals/Implants"

From UFO:AI
(Detailed spec)
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Soldiers should be able to get mechanical implants which improve their skills.
+
== Introduction ==
 +
Soldiers can be surgically equipped with implants at the hospital to augment or manipulate their abilities. Once installed in the hospital they can only be removed at the hospital and, when removed, can not be salvaged.
  
== Ideas ==
+
There are three types of implants: those that temporarily alter a soldier's chemistry, those that permanently modify a soldier's physiology, and the implant which enables psionic powers.
The following is a list of ideas for traits from the forums. I have copied just the ideas that might work for implants. Names probably need to be changed in some circumstances. http://ufoai.org/forum/index.php/topic,6661.0.html
 
  
'''Talented [weapon name] operator'''
+
Soldiers can equip a maximum of two implants at any one time.
Boost to the hit chance with one particular weapon (only if the weapon has been researched). At later game, you might get rookies with bonuses to newer weapons (since they've heard rumors of them and they can't wait to try them out), while you'd still have those seasoned machine gunners and such, adding flavor to the mix.
 
  
'''Medic'''
+
== Implant Types ==
Unusually skilled medic sometimes gets more healing done with the same amount of TUs. This chance goes up over time as the medic gains battle experience.
+
''Note: All of the numbers here will need to be adjusted.''
  
'''Alert gunner'''
+
=== Chemical Implants ===
Slight bonus to the hit chance when doing reaction fire. Slight bonus to the chance of doing reaction fire. Weapon is fired only if the hit chance is 70% or above, or whatever. Or possibly the trait triggers when an alien is just about to fire. Hit chances and reaction fire chances are increased when soldier is confirmed to have the perk.
+
Chemical implants can be activated in the Battlescape and do not cost TU. When activated, they inject chemicals into the soldier's bloodstream. Each chemical injection can enhance performance in some areas, but too much use (an overdose) can permanently degrade regular performance.
  
'''Fast aim'''
+
'''Amphetamine Injection:''' Improves focus briefly but leaves the soldier below normal performance when it wears off.
Aliens have harder time interrupting a soldier who can wave his gun as if it were a pencil.
+
* Effect Duration: 3 turns
 +
** Accuracy: +10%
 +
** TU: +10%
 +
** Morale: +10%
 +
* After-effect Duration: 3 turns
 +
** Accuracy: -10%
 +
** TU: -10%
 +
** Morale: -10%
 +
* Overdose-risk: -20% Accuracy, -10% TU
  
'''Quarterback'''
+
'''Stabilizers:''' Reduces heart rate and calms nerves to steady the hands and boost morale. But it weakens the Mind's resistances.
Slightly increased throwing range and accuracy. Bonus gets bigger once the soldier is confirmed to have the trait.
+
* Effect Duration: 2 turns
 +
** Accuracy: +10%
 +
** TU: -10%
 +
** Morale: +10%
 +
** Mind: -10%
 +
* After-effect: None, regular performance resumes
 +
* Overdose-risk: -10% TU
  
'''Sniper'''
+
'''Emergency Repair:''' This implant automatically activates when a soldier is wounded and provides life-saving adjustments to the body's chemistry to slow blood loss.
Option to spend more TUs to do an extra-aimed shot with select few weapons. With increased accuracy, of course.
+
* Effect Duration: 3 turns
 +
** Bleeding Damage: -2 per wound
 +
* After-effect: None, regular performance resumes
 +
* Overdose-risk: None
  
'''Die hard'''
+
=== Physiological Implants ===
Generally more damage resistant than others. Faster health stat growth.
+
Physiological implants are always on and usually produce cumulative effects over time. They may improve one or another aspect of the soldier's capabilities, but often degrade other aspects or stunt development in other fields. There should be an upper-limit to how much an implant can improve a stat. They can be removed at the hospital, but if left equipped for more than a month their negative effects can become permanent.
  
'''Courageous under pressure'''
+
'''Muscle Stimulant:''' Improves protein intake and boosts strength over time.
Bonus to all skills during base defence missions.
+
* 3% Strength value ADDED TO Strength each week
 +
* 3% Mind value REMOVED FROM Mind each week
  
'''Recon specialist'''
+
'''Cerebral Activation:''' Stimulates the development of new brain cells and redirects energy consumption to brain repair.
Lowered AP cost for infrared goggles as soon as the trait is discovered.
+
* 3% Mind value ADDED TO Mind each week
 +
* 3% Strength value REMOVED FROM Strength each week
  
[[Category:Proposals]]
+
'''Retinal Augmentation:''' Splices the feed from small cameras worn by the soldier straight into the retina, expanding the soldier's field of view.
 +
* Expands soldier FOV to 180 degrees
 +
* Reduces accuracy by 10%
 +
 
 +
=== Psionic Implants ===
 +
There is only one psionic implant. It enables a soldier to link to the alien network and perform psi-abilities.
 +
 
 +
== UI ==
 +
Implants should appear in the equipped or character stats window. Those which must be activated in the battlescape should have a button that appears somewhere.
 +
 
 +
== Script Definition ==
 +
Here is a suggestion for how the scripts could be defined. I'm sure whoever implements it will have their own ideas. If this was done generically for all items, then we could use some of these effects for other items (for instance, we could make a piece of headwear give an accuracy boost). Or give an effect to a regular weapon's firemode.
 +
 
 +
 +
// Amphetamine Injection
 +
item implant_amphetamine
 +
{
 +
/* Basic details */
 +
name "_Amphetamine Implant"
 +
model "weapons/implants/amphetamine"
 +
weapon false
 +
price 8000
 +
size 1
 +
 +
/* If we ever implement animations for activating an implant? */
 +
animationindex 2
 +
 +
/* Implant-specific parameters */
 +
implant true
 +
 +
/* A single firemode for those implants which are used on Battlescape */
 +
weapon_mod
 +
{
 +
weapon implant_amphetamine
 +
firedef
 +
{
 +
name "_Use" // Probably not necessary
 +
projtl null
 +
impact null
 +
hitbody heal
 +
shots 1
 +
ammo 5
 +
firesnd "weapons/implant"
 +
 +
/* Effects */
 +
effect_active
 +
{
 +
duration 3 // 3 turns
 +
accuracy 10 // +10%
 +
tu 10
 +
morale 10
 +
}
 +
effect_deactive
 +
{
 +
duration 3
 +
accuracy 10
 +
tu 10
 +
morale 10
 +
}
 +
effect_overdose
 +
{
 +
permanent true
 +
accuracy -20
 +
tu -10
 +
}
 +
}
 +
}
 +
}
 +
 +
// Muscle Stimulant
 +
item implant_muscular
 +
{
 +
/* Basic details */
 +
name "_Muscle Stimulant"
 +
model "weapons/implants/stimulant"
 +
weapon false
 +
price 8000
 +
size 1
 +
 +
/* Implant-specific parameters */
 +
implant true
 +
 +
/* Cumulative effects outside of Geoscape */
 +
effect strengthen
 +
{
 +
period 7 // Frequency to add attribute
 +
strength 3 // Percent of attribute to add to attribute
 +
mind -3
 +
}
 +
 +
/*
 +
* If a soldier removes this implant but has worn it for more
 +
* than a month, this effect will still continue.
 +
*/
 +
permanent_effect dull
 +
{
 +
period 7
 +
mind -3
 +
}
 +
}

Revision as of 16:22, 21 January 2013

Introduction

Soldiers can be surgically equipped with implants at the hospital to augment or manipulate their abilities. Once installed in the hospital they can only be removed at the hospital and, when removed, can not be salvaged.

There are three types of implants: those that temporarily alter a soldier's chemistry, those that permanently modify a soldier's physiology, and the implant which enables psionic powers.

Soldiers can equip a maximum of two implants at any one time.

Implant Types

Note: All of the numbers here will need to be adjusted.

Chemical Implants

Chemical implants can be activated in the Battlescape and do not cost TU. When activated, they inject chemicals into the soldier's bloodstream. Each chemical injection can enhance performance in some areas, but too much use (an overdose) can permanently degrade regular performance.

Amphetamine Injection: Improves focus briefly but leaves the soldier below normal performance when it wears off.

  • Effect Duration: 3 turns
    • Accuracy: +10%
    • TU: +10%
    • Morale: +10%
  • After-effect Duration: 3 turns
    • Accuracy: -10%
    • TU: -10%
    • Morale: -10%
  • Overdose-risk: -20% Accuracy, -10% TU

Stabilizers: Reduces heart rate and calms nerves to steady the hands and boost morale. But it weakens the Mind's resistances.

  • Effect Duration: 2 turns
    • Accuracy: +10%
    • TU: -10%
    • Morale: +10%
    • Mind: -10%
  • After-effect: None, regular performance resumes
  • Overdose-risk: -10% TU

Emergency Repair: This implant automatically activates when a soldier is wounded and provides life-saving adjustments to the body's chemistry to slow blood loss.

  • Effect Duration: 3 turns
    • Bleeding Damage: -2 per wound
  • After-effect: None, regular performance resumes
  • Overdose-risk: None

Physiological Implants

Physiological implants are always on and usually produce cumulative effects over time. They may improve one or another aspect of the soldier's capabilities, but often degrade other aspects or stunt development in other fields. There should be an upper-limit to how much an implant can improve a stat. They can be removed at the hospital, but if left equipped for more than a month their negative effects can become permanent.

Muscle Stimulant: Improves protein intake and boosts strength over time.

  • 3% Strength value ADDED TO Strength each week
  • 3% Mind value REMOVED FROM Mind each week

Cerebral Activation: Stimulates the development of new brain cells and redirects energy consumption to brain repair.

  • 3% Mind value ADDED TO Mind each week
  • 3% Strength value REMOVED FROM Strength each week

Retinal Augmentation: Splices the feed from small cameras worn by the soldier straight into the retina, expanding the soldier's field of view.

  • Expands soldier FOV to 180 degrees
  • Reduces accuracy by 10%

Psionic Implants

There is only one psionic implant. It enables a soldier to link to the alien network and perform psi-abilities.

UI

Implants should appear in the equipped or character stats window. Those which must be activated in the battlescape should have a button that appears somewhere.

Script Definition

Here is a suggestion for how the scripts could be defined. I'm sure whoever implements it will have their own ideas. If this was done generically for all items, then we could use some of these effects for other items (for instance, we could make a piece of headwear give an accuracy boost). Or give an effect to a regular weapon's firemode.


// Amphetamine Injection
item implant_amphetamine
{ 
	/* Basic details */
	name		"_Amphetamine Implant"
	model		"weapons/implants/amphetamine"
	weapon		false
	price		8000
	size		1

	/* If we ever implement animations for activating an implant? */
	animationindex	2

	/* Implant-specific parameters */
	implant		true	
	
	/* A single firemode for those implants which are used on Battlescape */
	weapon_mod
	{
		weapon implant_amphetamine
		firedef
		{
			name	"_Use" // Probably not necessary
			projtl	null
			impact	null
			hitbody heal
			shots	1
			ammo	5
			firesnd	"weapons/implant"

			/* Effects */
			effect_active
			{
				duration	3	// 3 turns
				accuracy	10	// +10%
				tu		10
				morale		10
			}
			effect_deactive
			{
				duration	3
				accuracy	10
				tu		10
				morale		10
			}
			effect_overdose
			{
				permanent	true
				accuracy	-20
				tu		-10
			}
		}
	}
}

// Muscle Stimulant
item implant_muscular
{
	/* Basic details */
	name		"_Muscle Stimulant"
	model		"weapons/implants/stimulant"
	weapon		false
	price		8000
	size		1

	/* Implant-specific parameters */
	implant		true	
	
	/* Cumulative effects outside of Geoscape */
	effect strengthen
	{
		period		7	// Frequency to add attribute
		strength	3	// Percent of attribute to add to attribute
		mind		-3
	}
	
	/* 
	 * If a soldier removes this implant but has worn it for more
	 * than a month, this effect will still continue.
	 */
	permanent_effect dull
	{
		period		7
		mind		-3
	}
}