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Is your feature request related to a problem? Please describe.
Are nanomachines planned for OC2? Having been a consistent nanomachines user in OC1, I've noticed some areas which could be improved conceptually from the OC1 implementation.
Describe the solution you'd like
My main idea for nanomachines, if included in OC2, is to have programmable abilities and effects (like how a robot can be programmed). Perhaps instead of just being eaten, they can be loaded (via crafting) into a needle gun to use on other entities. The main difference in the effects from OC1 would be that they aren't randomized and can be chosen but also require a certain saturation of nanomachines to activate whereby the level of the effect depends on the saturation of nanomachines in the player/entity. The other main difference is that nanomachines can be injected into entities and programmed accordingly. As far as entity-based abilities go, it would be cool to command X percentage/amount of nanomachines to form a metallic "skin" that acts as armor where every hit destroys some amount of the nanites, thereby lowering the effectiveness of the hardened skin. Another ability would be to command X percentage/amount of nanomachines to cater to vital organs, increasing max health and/or yielding some level of regeneration. Something like a revive or death-prevention ability, at a high cost of some kind, would be pretty awesome too.
I know this may sound kind of ambitious, but in terms of coding, there would be two main areas in any entity: the internal and the external/near-external areas. Each area would have some portion of the total nanomachines in the entity, and abilities/effects availability and strength would depend on a (configurable) sufficient saturation of available nanomachines in either area.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
Are nanomachines planned for OC2? Having been a consistent nanomachines user in OC1, I've noticed some areas which could be improved conceptually from the OC1 implementation.
Describe the solution you'd like
My main idea for nanomachines, if included in OC2, is to have programmable abilities and effects (like how a robot can be programmed). Perhaps instead of just being eaten, they can be loaded (via crafting) into a needle gun to use on other entities. The main difference in the effects from OC1 would be that they aren't randomized and can be chosen but also require a certain saturation of nanomachines to activate whereby the level of the effect depends on the saturation of nanomachines in the player/entity. The other main difference is that nanomachines can be injected into entities and programmed accordingly. As far as entity-based abilities go, it would be cool to command X percentage/amount of nanomachines to form a metallic "skin" that acts as armor where every hit destroys some amount of the nanites, thereby lowering the effectiveness of the hardened skin. Another ability would be to command X percentage/amount of nanomachines to cater to vital organs, increasing max health and/or yielding some level of regeneration. Something like a revive or death-prevention ability, at a high cost of some kind, would be pretty awesome too.
I know this may sound kind of ambitious, but in terms of coding, there would be two main areas in any entity: the internal and the external/near-external areas. Each area would have some portion of the total nanomachines in the entity, and abilities/effects availability and strength would depend on a (configurable) sufficient saturation of available nanomachines in either area.
The text was updated successfully, but these errors were encountered: