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WardenWires

Feeling frustrated dealing with constant troublemaker colonists or prisoners making a break for it every other day? Do you want to release prisoners instead of executing them but are tired of that form of roleplaying being handicapped? Taking inspiration from the base game's Joywire and Painstopper, I decided that there should be a more "humane" way to deal with these situations rather than the options we currently have. This mod adds four types of crowd control brain implants; Wimpwire, Wrackwire, Wraithwire, and the WYK Program.

Wimpwire - While the name of Wimpwire suggests that it outright adds the character trait "wimp" I decided against actually doing that because that would be very likely to conflict with other mods. Instead this increases the pain that a pawn experiences by five times so that simple non-lethal measures like a one or two mere strikes with a rifle butt can incapacitate a pawn from the pain shock. Very useful for dealing with colonists experiencing frequent mental breaks, such as one experiencing drug withdrawl or pyromaniacs.

Wrackwire - Wrackwire, as in "to be nerve-wracked", applies a mood debuff of -15 and reduces a pawn's mental break threshold by 35%. Implanting one of these can put a prisoner over the edge and cause them to attack a colonist, allowing you to execute them without getting the "executed an innocent prisoner" mood debuff. This also can cause an enemy combatant to rout more easily or otherwise cause trouble for an enemy encampment.

Wraithwire - Named after a life-draining spirit the Wraithwire causes a pawn's energy meter to drain eight times faster than normal. Prisoners that spend more time sleeping are less likely to start trouble and enemy pawns at their bases with low energy levels are going to be less effective combatants and are in a worse mood, making them easier to rout and flee.

WYK Program - The WYK program, housed in a chip called the Suchong Subroutine, takes inspiration from another videogame where the character implanted with it was incapable of committing violence against someone else if given the proper command. Initially I planned on it taking away the pawn's ability to commit violence altogether but like with the Wimpwire workaround I predicted that this would cause conflicts with other mods so instead this implant causes a comical drop in combat effectiveness. Only when blessed by Randy himself will an enemy pawn be able to land a fatal one-shot kill on one of your best colonists out of nowhere.

Currently all implants can only be found via events, quests, and merchants. Crafting will be included in the near-future at a Fabrication Bench as a Spacer-tier technology and they will be affordable and relatively quick to manufacture compared to other bionics.

Possible other updates include balance tweaks as well as more implants causing bizarre psychological effects, such as one that helps facilitate drug withdrawal, one that extends how long a drug high lasts, ones that limit social interactions to either positive or negative interactions, and possibly changes to existing implants such as having the Wimpwire induce cowering among other ideas.