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Paradroid Mod - Development Notes

Design Philosophy

This mod aims to capture the strategic essence of the original Paradroid game while fitting naturally into RimWorld's gameplay systems.

Core Mechanics Design

Hacking System

  • 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

Robot Classification System

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

Hacking Mini-Game Concept

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

Technical Implementation

C# Components Needed

  1. HackingComp: Component for pawns with neural interfaces
  2. HackableComp: Component for robots/mechanoids that can be hacked
  3. ControllerComp: Manages the relationship between hacker and controlled robot
  4. HackingJobDriver: Custom job driver for the hacking action
  5. ControlUIOverlay: UI for managing controlled robots

Integration Points

  • 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

Art Asset Requirements

Items

  • Neural interface device icon
  • Paradroid data core icon
  • Various robot/droid textures

UI Elements

  • Hacking progress indicators
  • Robot control interface elements
  • Research tab icons

Effects

  • Hacking visual effects
  • Neural interface glow effects
  • Control link indicators

Balance Considerations

Power Level

  • Neural interface should be mid-to-late game tech
  • Controlled robots shouldn't trivialize combat
  • Resource costs should be significant

Limitations

  • Neural interface users might have debuffs or risks
  • Controlled robots could have loyalty decay
  • Hacking should have cooldowns or energy costs

Future Expansion Ideas

Additional Features

  • Robot customization/upgrades
  • Network hacking (multiple robots)
  • Counter-hacking by enemy forces
  • Robot rebellion mechanics

Integration Opportunities

  • Compatibility with other robot/mechanoid mods
  • Integration with existing faction systems
  • Special events and storylines

Testing Checklist

  • 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