Ok, so there is already a thread named Genetics, but this is different enough that I believe it merits it's own thread. Everybody here who's played Terrara knows of the Potions that you could make, right? Well seeing as Starbound is Sci-Fi, not magic fantasy, we need a cool Techy version! See it like this, the crafting table would be a genetics lab upgrade for your cruiser/home planet. At the Genetics Lab you could combine various items to make Pills, Implants, Vaccines, and etc. With the basic Genetics Lab, you can only create Pills, which have the most basic buffs for your character. Once you get the Cellular Research upgrade for the Genetics Lab, you can create Vaccines, which can do a whole new slew of things, such as increase block placement range, grant a temporary Telekinetecs ability, or evolve you gills for a few minutes. Once you obtain the Organ Farm upgrade, which lets you harvest captured mobs body parts, you can create Implants, which can grant permanent abilities, but you can only handle three at a time, and they can't all replace the same organ. To reset your Implants, you just go back to the Genetics Lab and reset your character's base genetics. Here is a list of the craftables from the lab that we've thought up so far for the Genetics Lab to craft. Once we know more about the items mobs and plants drop, we can add recipes. Heck, we can add recipes anyways if we want. I'll eventually add a link to a thread I'm planning on making soon about Mob drops and Plants you can harvest, and we can use that thread as the basis for recipes. Pills: Strength Pill: Increases damage through Melee weapons. Needs a classic healthy plant to make. Focus Pill: Increases damage through Ranged weapons. Frenzy Pill: Increases Melee Attack Speed. Needs an odd Mushroom. Speed Pill: Increases Movement Speed. Needs... feet? (I'd eat brains, but I might draw the line at feet...) Vaccines: Calcium Injection: Increases Block Placement range. Needs bones of some mob to make. Mentalics I: First in a range of mental powers Vaccines, it grants Telekinesis. Needs a type of Mob brain. (Yes, eat brains.) Aquatics I: First in a range of Underwater Vaccines, it grants the player gills for a short time period. Needs fish, or some other harvestable underwater thing. Implants: Gills: The player can breathe water instead of air. Needs a ton of harvestable underwater things. Psyche I: Grants a short range telekinesis, shorter than Mentalics I Vaccine gives, but is a permanent effect. Mob brains. Muscle Growth: Increases Melee Damage. Will need... I have no idea yet. Feedback, and throw in your ideas for any Pills, Vaccines, or Implants you can think of! (I'd love to hear from any of the Devs on whether this is something they can envision being inside Starbound.)
Pills/vaccines as potions and implants as part of the accessories sounds good. Also, implants aren't replacing an organ, but are mounted to it
I guess you might be right... but mine REPLACE the organ! Who cares what your spleen USED to do? Mine gives me slight TELEKINESIS POWERS!
When I read this I thought of plasmids from BioShock. That could be an interesting impliment, although I wouldn't like it permanet.
its in this one but i cant find a higer resolution version they are the 2 bottom items in tiy's inventory not the backpack the quickbar at the right +this one wich is just concept art
How about I change Vaccines to Syringes? Would that reduce confusion? Also, I'll add these in now, thanks for the ideas.
I like the idea of being a futuristic mad scientist imposing my ideals of world domination and critter mutation/borgination, but how could I be that without my trusty beginners chemistry set genetics lab?
I think implants should give powers similar to those in bioshock, like along with the telikinesis mentioned earlier, fire, lightning, and ice control.
Maybe in the form of DNA, and that each part is an different ability / look / ETC And the DNA you can collect from the tamed monsters. You would need alot of the same "kind"? monster though.