This mod aims to capture the strategic essence of the original Paradroid game while fitting naturally into RimWorld's gameplay systems.
- Neural Interface Required: Players must have the neural interface implant
- Skill-Based Success: Intelligence and tech skills affect success rate
- Risk vs. Reward: Higher-tier robots harder to hack but more valuable
- Temporary vs. Permanent: Initially temporary control, upgrades enable permanent
Following Paradroid's numbering system, adapted for RimWorld:
100-199: Basic Utility Bots
- Cleaning bots, simple haulers
- Easy to hack, limited combat value
- Good for learning the system
200-399: Worker Bots
- Construction, mining bots
- Medium difficulty, high utility value
- Essential for base building
400-599: Combat Bots
- Security drones, patrol bots
- Hard to hack, high combat value
- Risk/reward for combat situations
600-799: Advanced Combat
- Military-grade mechanoids
- Very hard to hack, extremely powerful
- End-game targets
800-999: Experimental/Unique
- Special boss-type robots
- Unique mechanics and abilities
- Rare encounters with major rewards
Instead of a complex mini-game, use RimWorld's existing systems:
- Time-based: Hacking takes time, leaving player vulnerable
- Skill checks: Multiple skill checks during the process
- Interruption risks: Can be interrupted by damage or other factors
- HackingComp: Component for pawns with neural interfaces
- HackableComp: Component for robots/mechanoids that can be hacked
- ControllerComp: Manages the relationship between hacker and controlled robot
- HackingJobDriver: Custom job driver for the hacking action
- ControlUIOverlay: UI for managing controlled robots
- Surgery system: Neural interface installation
- Research system: Progressive unlocks
- Combat system: Controlled robots in combat
- Work system: Controlled robots doing colony work
- AI system: Controlled robot behaviors
- Neural interface device icon
- Paradroid data core icon
- Various robot/droid textures
- Hacking progress indicators
- Robot control interface elements
- Research tab icons
- Hacking visual effects
- Neural interface glow effects
- Control link indicators
- Neural interface should be mid-to-late game tech
- Controlled robots shouldn't trivialize combat
- Resource costs should be significant
- Neural interface users might have debuffs or risks
- Controlled robots could have loyalty decay
- Hacking should have cooldowns or energy costs
- Robot customization/upgrades
- Network hacking (multiple robots)
- Counter-hacking by enemy forces
- Robot rebellion mechanics
- Compatibility with other robot/mechanoid mods
- Integration with existing faction systems
- Special events and storylines
- Neural interface installation works correctly
- Research progression functions properly
- Hacking mechanics are balanced and fun
- Controlled robots behave appropriately
- No game-breaking exploits
- Multiplayer compatibility
- Performance impact assessment
- Mod compatibility testing