>>43332847 We have one anon working on a homebrew system, and another doing updated plasmid designs There was another anon who had a system about halfway done, but they haven't shown up since the thread before last
Are the efforts focused on Rapture, or are people interested in taking advantage of Bioshock Infinite's expansion of the setting? I think there's a lot of room for interesting RPG campaigns if you take similar themes and the anchors, the Girl and the Lighthouse. I have a vague idea for one, if sharing it would be relevant to the thread?
>>43332917 What I'm making is focused initially on a system more than a setting. The fine folks here are doing enough of that themselves. I take from both Rapture and Columbia in regard to Plasmids/Vigors and weaponry, but it's all easy enough to repackage as desired.
>>43333035 >>43333040 Since the archive went wonky I don't know if they're still around, but there have been several homebrew Bioshock settings over the years. My favorite was the neo-Victorian London built amid the branches and roots of a massive underground tree that provided their form of plasmids.
The basic idea is an evolution/natural selection fueled conflict between Nazi remnants and communist rebels beneath South America in the late 1960s.
A German evolutionary scientist fled to South America after WWII and discovered a huge cavern, hidden deep beneath the continent. There, she and her followers set up The Garden, an evolutionary paradise of natural selection and survival of the fittest, the only sign of it on the surface being a great tower full of mirrors, that reflected light down into a huge reflector array that illuminates the cavern. Their world is a strange one, of brutal architecture blended with plants, while the population has adopted symbiotic enhancements giving them bestial traits and capabilities.
Known as 'Mother', the scientist behind The Garden viewed it as an ultimate expression of the ideal of the Master Race- Not simply arbitrarily stating one sort was better than another, but equipping everyone to fight tooth and nail to prove their superiority, to improve your genome and claim your place in the heirarchy. Naturally, in many places it had gone too far, creating overgrown and dangerous areas known as the Jungle, populated by maddened and feral people who have been overtaken by their animal impulses. Whether these are blights upon the perfection of the Garden, or a logical extension of its ideals, is a matter of debate.
The major new source of conflict is communist rebels, who have discovered passages down from the surface and who are conducting a war against The Garden's current population in a bid to seize their infrastructure and technology to support the war effort on the surface. Rather than the strange and highly personal enhancements of those from The Garden, the invaders use standardised and simplified version of the same augmentations, giving them a strangely uniform and almost hive-like look and feel.
The PCs would be people who found their way into The Garden by mistake (I have a few ideas as to how that could work), forced to choose between supporting one of two bad options (Neither side is 'Good', intentionally so) or to struggle along a middle path as they try to survive and eventually find a way out.
>>43333204 I had the idea for one in the middle of the desert. Basically a bunch of aristocrats and history buffs pretending to live as ancient cultures (Egyptians, Babylonians, Greeks, etc.) Lots of glass buildings and greenhouses.Plasmid equivalents would be in a cryastaline form that gets implanted in the skin.
>>43333469 I like the idea of player guns being really powerful in comparison, but due to the tech setting of the city they have to be judicial with their usage because they can't get more ammo. You could drop that rampaging temple guard who is eight feet tall and spitting fire with two shots, but you only have 16 rounds left. Pre-cartridge firearms could do better, as bullet molds were common all you players would need to do is find some lead, a hot fire, and some time to make new bullets, but are then restricted on the amount of powder they have and the slower reload of firearms.
>>43333745 I'd say that it'd be popular in general considering they're intentionally going for Bronze age. Have a cold war between the factions because everyone thinks everyone else is "doing it wrong."
>>43333811 Yeah. You'd have people focused on philosophy alongside groups obsessed with martial prowess. People with delusions of godhood keeping slaves, those who keep slaves because its historically accurate, and those who still hate slavery because they have such a rose-tinted view of the past and want it to be perfect.
>>43334208 I think there should be a distinction between the plasmids based on who the user is. Slaves, serfs, and commoners have a bunch of low powered but highly utilitarian plasmids, like ones that allow them to work out in the hot sun all day without tiring and needing little water. Soldiers get combat plasmids, but they're usually specialized based on their role in combat. Nobles have access to the full range of plasmids and also the most potent ones.
>>43334586 Yeah, you've pretty much got to be a bigwig to get the flashy plasmids, though they with grant members of the lower classes with them as a "gift from the gods" type deal. Though I'd imagine that the slaves of nobility are usually decked out with flashy, but mostly harmless, plasmids as displays of wealth.
>>43334722 I agree, there's a lot of potential there. I could see things going wrong when a particularly crazed noble decided to give his slaves a combat plasmid, thinking he could control them, until they end up leading a slave revolt and throwing everything into turmoil.
For an added bonus, have it be a fire Plasmid for the Prometheus angle.
I think in this setting the main method of control is restriction on EVE, as there would be a bunch of mundane and utilitarian plasmids that could fuck your shit up in combat, so any slave uprising would quickly fold as their plasmids dry up.
>>43333258 Why not add a little internal PC conflict with players choosing their loyalties to nations, themselves or philosophies in secret and have them strive for certain secret goals while there. Such as KGB agents trying to help the communists even if they join up with the nazis, CIA agents caring for neither and simply trying to place their own puppets in charge, anarchists wanting to revel in the madness of the Jungle, amoral scientists seeking to learn the secrets of the place and so forth?
>Gladiators enhanced to the point they're walking mountains of muscle growing armored plates on the back with fists on fire >Fighting a giant manticore plasmid beast that's twelve feet tall, can deafen with its roar, and shoots poison quills out of its tail.
>>43335698 I think that the various historical factions and sub-factions would have a few Big Daddy analogues, but not necessarily anything that acts like Big Daddies. Like sphinxes and lamassu that are security systems that kill anyone who can't give the proper call and response, anzu that track and kill those who try to escape the city, and erinyes performing public executions.
Someone in the last thread posted a video of someone criticizing Infinite for a number of things, most notably that Booker could never become Comstock based on his guilt over the Indians being the reason he sought religion in the first place.
I've thought about it for a few hours and would like to respond.
Let's look at some of Comstock's actions in the game.
Event: Driven into a fury by taunts about his mixed race heritage, kill a bunch of Indian civilians in response.
Response: Seek baptism out of guilt, emerge feeling spiritually cleansed and redeemed.
Event: Murders his own wife when she starts causing trouble about the child rather than explaining the situation to her.
Reaction: Blame servant girl and declare her public enemy #1, lead colossal public manhunt for her.
Event: Accidentally kill baby Elizabeth while attempting to bring her through the portal when the older Elizabeth interferes.
Reaction: Wipe own memories and flee to an alternate reality to escape crushing guilt.
There's a pattern here, Comstock deals with feelings of guilt by finding a quick and easy way to slip it off his shoulders and then he goes on without changing. He doesn't deal with his feelings of grief or guilt, he disposes of them as fast as he can and then moves forward without ever dealing with them.
Contrast this to the Booker you play as, who has been stewing in his guilt and pain for many years.
Comstock's baptism did not make him evil, it allowed him to continue being evil by allowing him to believe all the guilt of what he'd done had been left behind, eventually leading to him reveling in his own acts believing that God had, by forgiving his sins, essentially endorsed his actions.
Booker is a hero and Comstock a villain because Booker kept those feelings of pain and guilt and they drove him to eventually become a heroic character, while Comstock eventually takes his approach to the ultimate extreme and comes to believe that nothing he does could ever be wrong.
>>43337662 >>43336554 Furthermore, the primary themes behind every Bioshock story are a man, a city, and a lighthouse. The danger of ideology when taken to extremes, and the relationship between parent and child.
In order to fit as a 'Bioshock story' these elements all have to be present.
Lighthouse: The people you save emerge next to it at the end.
Extremist ideology: Utopian Collectivism.
Family relation issue: The conflict between a greedy controlling mother and a selfless determined father over their daughter's future, with the daughter shaped by simultaneously emulating her father and rejecting her mother.
>>43338406 Further, I find it a little amusing you're throwing a fit over the multiverse meta-narrative while discussing making an original Bioshock setting in the same vein as the games we got. If it doesn't have any of the running themes of the series, then how is it Bioshock?
As for System Shock, haven't had the pleasure myself, though it does have a hacker on a floating city in the form of a spaceship that's falling apart around him, and a failed utopian vision by an extremist zealot in the form of a computer with a god complex. Got me on the lighthouse though, unless there's a navigation beacon out there.
>>43338247 Exactly, just pointing out some of the recurring themes that I think are needed for a setting to feel like a Bioshock setting, otherwise it's just something completely different.
>>43338901 This. You can't just throw genetic superpowers anywhere and have BioShock.
Take >>43333319 and >>43333241for example. The first has themes of traditionalism and people having an idyllic view of ancient cultures, similar to infinite and their love of the founding fathers. The other is a focus on eugenics type thinking and survival of the fittest, similar to Rapture but on a more primal level.
Compare this to >>43336554 What's the theme? Mummies, jars, and raising the dead. Its only looking at surface elements rather than figuring out who built this city and why, and what the result would be.
>>43339263 To be fair, that Egyptian Bioshock thing can be fleshed out further into a fully fledged concept but it needs more work.
But yeah, Bioshock is more than a falling apart city and commercially available superpowers, there are running themes and similarities through all the games, a unique fingerprint to the settings and stories, you'll need to capture that spirit if you want to make something that can really be called Bioshock.
Otherwise it's an in-name-only setting that's just superpowered Egyptians. Nothing wrong with that, but it's not Bioshock.
>>43339263 The theme is superpowers as doled out and controlled by those in power, about social unrest caused by such despotism and the eventual fall of the powers that be. It is about believing in paradise on earth only to see the rise of pandemonium and the eventual struggle to survive in it's ashes.
It is about superpowers with the mercurial quality of money and the consequences of nuclear power used incorrectly.
The primal interplay between parent and child should be left mostly up to players and should not be a focus of the system itself. the Man>City>Lighthouse should at most be a module for such a system, never a focus to be enforced.
If I ever ran a game in Rapture it would be about a hardy bunch of survivors working to establish a hidden village of sane survivors and keep it operating, supplied and safe by exploring the rest of the city to find supplies and useful resources.
>>43340784 I played in a rules-light newbie friendly game where we were all passengers on the plane from the first game that managed to survive and help each other out of the water to the lighthouse, and progress from there.
It was kind of cool, because one of us filled the role of Atlas' dog (like Jack in the first game), but no one knew who it was, or had the knowledge to realize. Up until the point of reaching Ryan, our characters figured we were all just regular surface-dwelling passengers stuck in a bad situation and trying to work together to escape. Then turned out one of us was actually Atlas' pet.
The green dots, I'm guessing, are farmland, either open ocean or contained in buildings. I would guess that, given the placement near Arcadia, the Farmer's Market, Ceres Green, etc...
The branching pattern is pretty obviously the thermal network from all the hydro thermal vents, as well as the lava from the volcanic crags. Basically the power station for the city. As it is known, Rapture was built on the slopes of an undersea volcano.
>>43339705 You could use the idea as the basis of a Bioshock setting set in Ancient Egypt where the city in question is the remnants of old Egyptian culture and religion hiding from Hellenistic or Roman influence.
Knocking this deliberation out so I can begin hammering out system mechanic details heavy duty like.
Content is mostly ready to enter the testing phase once I'm done compiling things together and making it presentable, just got to get the gameplay squared away on all fronts. A few things still choppy in concept, so a few more polls might pop up before I'm ready to show off what I've got.
Here's the primary roll mechanic itself, though I suspect a lot of people know how this sort of thing works by now.
>Captcha: Select all images with airplanes. Even Captcha's getting ready for a water landing...
I present, for your consideration, the Big Daddy 'Lancer' model.
Another potentially playable Big Daddy, its armor also looks like it could be easily worn by most any regular person, and it's basically an Art Deco knight in swanked out plate armor complete with a cape.
Got to say, this thread has me downloading the games again. its a great setting with lots of room to play around in.
>>43333258 Needs a lighthouse at the entrance. Be the entrance an island off the coast or a sea cave of some sorts, the lighthouse is an important unifying element in the genre, a guiding light as it were.
SO we have underwater, in the air, and underground with the tree nazis, all we need is space OH SHI- its SHODAN!
Personally I'd give them a tactical approach, sent out in fireteams to actively cleanse areas of splicers.
Give them hack tools, control over sentry bots and the ability to toss out those mini-sentry turrets to give them a more tactical guns guns guns approach rather than the other daddies we see in the games.
I'm so glad I found the first thread shortly after starting my first replay of the series in years. I never realized how amazing the crossbow was. (incendiary bolts and both upgrades let you oneshot everything for days.)
>>43353959 I would say their purpose is to be an offensive weapon against the splicers. Working in small fireteams of at least three, at most six, with sentry bots and turret support. Move in, section off an area and purge every last splicer, rather than just wander around aimlessly until they get attacked.
Depopulate the enemy in order to render areas more safe for habitation and collection of ADAM resources, basically take the city back one airlock at a time.
They're meant to be more resource efficient, at least as far as ADAM goes, they're mostly just a guy in a fancy suit of armor and most of their power is through their technical means, tricked out tommy guns and shotguns and maybe one laser per squad as a heavy weapon, fewer modifications needed, not even needing to be too heavily converted to the point where they could still be just regular soldiers, at least the ones who were volunteers rather than reconditioned splicers.
>>43354212 It should/could hold both purposes though, the point of the lighthouse thematically is that its a beacon. In bioshock its a Beacon of light to a land of enlightenment. But a lighthouse also is designed to ward people away from the rocks. it both indicates land to wary sea travelers and also warns of the jagged deaths the shallows bring.
That said, is there any purpose for a lighthouse to be inland? going to google that now.
>>43354492 Maybe that's why they are a recurring theme? Lighthouses are always used in the game as a method of reaching the 'paradise' that the game is set around, but in reality they're used to warn you away from a dangerous place.
So Lighthouses are a strictly maritime thing. There are the Semaphore and Heliographs that would be inland signal towers, so the heliograph for the underground one could work but it doesn't have the double meaning of the lighthouse, just the conveyance of information. so coastal or Island locations for the entrance are the only logical entrance points. coastal would work fine though especially if you use volcanic or coral sea caves for the access point to the surface.
>>43354714 Well, to use infinite as an example, the lighthouse could just house transportation leading to it. For example, it could be on a secluded coast near the jungle, and underneath there's a transport that can take them further inland to the city itself.
Overall, the lighthouse isn't too key. It's a good symbol, but it's not the most important factor.
>>43354057 To flesh out further, I think they would belong to a group of hardy survivors trying to rebuild Rapture, not escape it.
They've found The Thinker and are using it as their ace in the hole, using a lot of automated systems to make up for not having too much ADAM.
The Lancers are their primary soldiers, lots of technology making up for limited ADAM enhancements, mostly gene tonics and strength enhancement and such with a couple specific plasmids, one or two to each individual.
Tenenbaum seems to have figured out eventually how to use ADAM safely considering that she turns Subject Sigma human again and Jack was spliced to the gills but seems to live a long and healthy life.
Maybe she's on board here, working to make sure that the Rapture nightmare never happens again, because the only way to really be sure is to take the city over completely and make ADAM safe, otherwise people are always going to be springing up dangerous cults or surface people will try to find the city ignorant of the dangers.
They don't have too much ADAM because they don't use little sisters, getting by on a few isolated stockpiles and setting up a kind of fishery for the sea slugs that produce them, as well as extracting it from dead splicers.
Not as efficient, but reliable and not fueled by horrors.
>>43356047 Gm and player fiat. As mutations should be largely random, it's not really something I can add in rules for, but I do support the idea if players want it and Gms can come up with ways to work it for benefits.
>>43356102 Adam use is dangerous, and comes with significant drawbacks on a mental and physical level for use, but the degree will be left to the Gm on it. I'll simply provide a system for it.
>>43356163 The weapon's are rough approximations of weapon ideas more than specific weapons. If you'd prefer a clip fed pistol, the Broadsider would provide a proper base for you. You could make it out to be a M19 flavor wise if you wanted.
>>43356082 It does in retrospect, It was the first idea I had, and I'm not sure how else to do it without making it easy to partially succeed by rolling one target number.
I want failures to be possible even with a pool of 10 or higher, preferably by avoiding a 'to hit' value you need to add dice results up to. I want a big pool of dice to feel empowering with the promise of big damage or feats of skill mastery, but not completely assured of victory if you need to make a check.
>>43356514 Well, for example, someone who specialized in incinerate might have persistent patches of fire on their wrists and neck think typhlosion and blaziken This could give them a bonus to things like intimidation, because, let's face it, if the guy pressing you for info is on fire, you're going to be scared shitless
>>43357487 How about something like "pick up a nearby object, throw the object for (amount) damage Upgrades: great force: increase thrown damage by (amount), smaller enemies can also be targeted many hands: telekinesis can target up to (amount) objects at once specialized upgrade: precise control: firearms can now be operated with telekinesis Just an idea
>>43357487 The big things telekinesis can do is throwing objects at high speeds, holding heavy objects in front of you to use as a shield, and picking up small things from a distance. It's a really versatile tool.
>>43357797 >>43357851 Maybe some kind of dice roll to see if you can grab a more dangerous object? If there's nothing specific to grab like speargun ammo or something, but see if you can be lucky enough to grab something sharp or explosive.
>>43358553 Well, an explosive for example could just explode on impact, which you'd just add to whatever damage you got from the size. I guess you could also give a small boost to damage from sharp objects as well.
>>43359145 A supercharged Compress of multiple objects would cost 80 Eve and roll up to 5 separate attack pools against an enemy, doing 1 extra damage per hit of those pools, so it's sort of good enough like that. You can flavor it like that RP wise if you wish though.
>>43359184 Could if you roll enough hits. A compressed hit does free damage, and Vitality isn't high numbers like in other combat games, so who cares how they die when they drop to 0 Vitality.
Admittedly I still need to fix the roll mechanic first, but...
Always owned the DLC but this thread made me go and play it. Is Fontaine's Department Store a completely free floating set of buildings? The scale model certainly appears this way, and the buildings themselves are constantly kind of swaying and bobbing when you see them/are in them. If so, that's a pretty impressive feat of engineering even by Rapture standards, and also explains how Ryan sunk the place just by basically setting it adrift off the cliff edge of the trench to the depths below.
I could imagine it having something to do with the science behind Columbia, how the buildings are all magic quantum science kept aloft, but not completely stable and sort of just rock and sway in place.
>Is Fontaine's Department Store a completely free floating set of buildings?
Yes. Such a thing is actually completely possible (as much as anchored buildings on the sea floor, mind you). Not all the buildings are anchored, but I would assume that lower-rent ones are free floating so they can move from lot to lot as rent changes dictate.
>that's a pretty impressive feat of engineering even by Rapture standards
It's actually not, we have the technology to do this right now. It's how most deepsea oil rigs work. But the beauty in it (and most of the Bioshock franchise) is that the overall premise is just plausible *enough* where you can see it as real.
Can someone maybe help me understand a few things that troubled me about Burial at Sea?
First, how the hell is Comstock still alive somewhere if the entire point of the ending of Infinite was to make sure he never existed in any universe in the first place?
Two, how is Colombia still around in its alternate universe if the aforementioned ending was also all about ensuring it would never exist?
Three, why is the entire plot of Episode 2 about lifting the Department Store off the sea floor and getting it level with Rapture? The place has a damn showroom and wharehouse for Bathyspheres why couldn't they just leave in those? It's not like lifting the store up to the level of the rest of Rapture magically connects it back to the other walkway tubes.
Furthermore, nobody turns the floaty particle off or anything, so why does the store stop there and not keep rising until it hits the stratosphere?
Nope. Just take BaS at face value. It's a final romp through rapture (and not even a particularly good one imo) that was shoehorned in as fanservice. They also tried to retcon the "lutece particle" into rapture to give it some semblance of continuity.
>>43369206 I was kinda on board with how Infinite was playing out, but BaS kinda seems to reveal it as bullshit that they've gone back on and don't seem to care about the implications of their own story anymore.
It didn't seem all that bad but Episode 1 was basically wasted space as an oversized prequel to the real game in Episode 2, and it contradicts and renders meaningless the entire story and ending of Infinite.
Infinite at least made sense up until you travel through dimensions. I get what Levine wanted to do there (some sort of meta thing like Bioshock did) but he picked the stupidest way to do it. Ultimately this made the entire plot (and all the characters) of Infinite pointless as it was just "one man, one city, one lighthouse".
BaS is them cluelessly trying to patch Rapture and Columbia together. And it shows, even though everything else about BaS (the models, the environments, gameplay, voice acting etc) is probably the best Infinite has to offer.
I don't mean to shit on 2K so much but you think it wouldn't have been possible to fuck up/obfuscate a lore like this, but they did. It really makes me wonder what the fuck broke down during Infinite's development that led to it becoming what it did. The pre-release shots of it seemed great.
>>43368979 >First, how the hell is Comstock still alive somewhere if the entire point of the ending of Infinite was to make sure he never existed in any universe in the first place? I think the point of that Comstock is that he was kinda "out of time" due to traversing a portal, so he didn't disappeared, just like there's one Elizabeth that survived the ending of Infinite too
>Two, how is Colombia still around in its alternate universe if the aforementioned ending was also all about ensuring it would never exist? plot
>>43368979 >Three, why is the entire plot of Episode 2 about lifting the Department Store off the sea floor and getting it level with Rapture? You could see a lot of sea mines around the Department Store in several areas. I think the mines where there to stop batyspheres from leaving, but obviously it didn't stopped them from coming in, probably to give food to them
When the building was lifted it floated away from the sea mines
>>43368979 >Furthermore, nobody turns the floaty particle off or anythin Atlas probably did after Elizabeth was knocked out
>>43369376 I actually liked the multiverse angle, it gives us the possibility for future 'Bioshock stories' in new settings and universes to give us more fun in this kind of world without constantly needing to redo the old ones.
But it seems that they tried to have their cake and eat it too, trying to have this whole big meta statement about gaming and the gamer by destroying the game world and main villain before it ever existed, but then also wanting to play more in that world and revisit the villain so in the end the entire impact of the ending that raised so much controversy and drove so many people to post half an hour long analysis videos was rendered moot because it doesn't seem to have actually done anything.
The biggest thing I disliked about Infinite was how much the gameplay was simplified, I really only noticed it after going straight from Bioshock 2 to Infinite.
No hacking, barely any environmental dangers, the 'heavy hitters' only show up a scant few times in the whole game and the Fireman is barely above mook level, the standard enemies are all just either guys with melee attacks or guys with guns.
There's no variety to the enemies, splicers had all these different varieties. The closest Infinite got was the Crows for Houdini splicers but they're rendered totally impotent with bucking bronco throwing them into the air.
I still hold Bioshock 2 up for its awesome gameplay and a decent story, Infinite had much simplified repetitive gameplay and a story that's not bad, but clearly stuck up its own ass about how brilliant and groundbreaking it thinks it is.
>>43368144 >It's actually not difficult to make a mobile deep sea floating art deco skyscraper-sized department store capable of withstanding greatly varying depths while still maintaining roughly 1 atm, surface pressure internally >In the 1950s
Also, submarines don't maintain 1 atm pressure inside, the pressure rises as the water pressure outside rises. Doing so makes them stronger and leaks aren't immediately catastrophic. It requires more air to do this obviously (2 atm is double the air as 1 atm) but it works.
This was actually supposed to be a gameplay element in the original bioshock, you could adjust the air pressure in a given area and it would affect your weapons and the environment.
>>43373663 >Also, submarines don't maintain 1 atm pressure inside, the pressure rises as the water pressure outside rises. Doing so makes them stronger and leaks aren't immediately catastrophic. It requires more air to do this obviously (2 atm is double the air as 1 atm) but it works.
That's an interesting and valid point.
Except that Rapture operates at surface pressure atmosphere.
One of the great things about marine construction is that you can do all sorts of crazy shit, like this. It's easy because if you have enough ballast tanks, you can just sink a thing down to a given level. But most people don't notice it, because (at least here in the US) people don't actually see the ocean that often.
>>43373834 Not sure if it ever explicitly says what the internal pressure of the city is (there's a ton of fan work and maths done to that end), but it is certainly not equalized pressure, since even the tiny leaks produce jets of water.
Depends entirely on the depth. Obviously you can't build anything beneath 500 feet in water, but the general idea of an underwater commercial building is certainly feasible. It's basically just a metal box with air inside, the technology to create that has been around since the late nineteenth century.
Obviously I'm not saying you could rebuild rapture 1:1 in real life, but underwater buildings certainly are possible.
that goes against the leaks encountered inside both bioshock 1 and 2 though, the ones that make the weird water effects on the screen. In particular I'm thinking of the one in Fort Frolic's main staircase
>>43373929 >Obviously you can't build anything beneath 500 feet in water,
Why is that? They send subs to the very bottom of the sea, that have glass windows. Obviously the construction gets much harder, more expensive and more materials used, but could you not go deeper just by building thicker and stronger?
>>43373954 I was actually referring to the leaks in games. I guess it's kind of weird and perhaps a stylistic choice, because like you said the prominent leak in Fort Frolic is just a stream, but there are examples in the games where there's just a small puncture in a window or beam and it's a water jet.
Another example I can think of is the plane wreckage crashing into the buildings in the first game, where it's a mass torrent of water, enough to hugely buckle the big metal airlock doors when you get on the other side.
So yeah, I guess they toyed with different amounts of water for different breaches, when it would have looked or been more interesting to a location?
Something I heard, since a lot of people are discussing the realism of building Rapture, the devs for the first game did a fair bit of research into how you'd built a city on the bottom of the ocean to make it look plausible, from dealing with pressure, ocean currents and the shifting of the sea floor.
But then they decided that they didn't like the way it looked and it wasn't the artistic design they were going for so they just decided to build a regular looking city on the bottom of the ocean.
>>43374052 Yes it can. Much like high winds can topple buildings and bridges. Granted that is if those currents move anywhere near as wind speed on the surface. Seeing that nearly all of the buildings in Rapture are made of stone, concrete, steel, and ultra tough glass that this might not be a problem. Again, we are just guessing. If anything, it's not the currents you need to worry about. It's the earth quakes.
Another element we need to keep in mind. Ryan built Rapture on the mid Atlantic ridge so he could tap into the nearly limitless geothermic power it generates. Not a bad idea there. You can't use fossil fuels/carbon based energy down there. Nuclear power could have been a possibility, but a damn risky one and even still it was limited availability even to Ryan. (there is only limited amounts of that to be had) so geothermal is the way to go and the serface world would never detect it.
The real danger here is that the mid Atlantic ridge is VERY geological active zone and major earth quakes occur here. If the buildings shatter or even fracture from one, everyone inside could die very quickly.
>>43380384 Eh, it's a pretty simple image, basically just one of the Lancers with a fully modded tommy gun in one hand and a plasmid in the other, or pointing, or racking a shotgun, just wish I could draw and get these images out of my head.
>>43384999 No. Taking Fast Feet at Sports Boost Level 2 will give you 2 extra zones of movement, and 3 at Level 3.
>>43385038 I'm sort of just generalizing at the moment on cost and other things for the sake of play testing. See what sticks and what doesn't. Once I get some feed back on how things work and feel in play, we'll adjust availability as needed.
A while back, I ended up brainstorming a concept similar to the Garden, a giant cavern in rural italy where a zealous church leader gathered hundreds of criminals and shoved them into this downward leading cone styled like the Inferno pictured in Dante's journey. He and some of his close circle separated these criminals into each circle, barred from eachother by large walls and a gate leading to the next circle. The two large forces in "Repentance" as some called it, are the Leader's group of zealots, and the criminal syndicates who have taken over certain rings of Repentance
The plasmid equivalents were plants which entwined themselves into the host and there was one reflecting each circle of hell. The lingering effect of the plants were them trying to take over your body and bringing you into a hivemind of sorts or horribly marring it and your mind. Kind of want to start working on it again.
>>43388702 Basically, imagine the period after the Philippine-American War. We have just newly settled. Then Plasmids happen. Now revolutionaries, rebels, and all matter of malcontents are springing out of the woodworks and the lakes, wanting to see their own version of the Philippines be achieved. It would be cool, being more like Assassin's Creed, focusing on the social aspects.
>>43387358 The"Blessings", which are the name for the plasmid plants, were discovered at the very base of the cavern, multiple species sprouting across a rocky plain. Some other ideas I had:
> Tonic equivalents would be seeds that the players swallowed that caused beneficial effects. Latching onto the interior of your stomach, they siphon off some of the nutrition you eat to grow and become stronger. >At the very entrance, in "Limbo", the inmates are kepteither asleep or suggestible by "Asphodel Dreams" a strain of blessing that looks ike a poppy flower. > Due to the influence of Dante's interpretation, some members of the church have taken on the roles of either important figures in the work or have taken it upon themselves to punish these heathens. By bestowing upon themselves many blessings, they've turned into these abominations of plant matter, hulking masses or slitherimg shapes of coiled msucle and vine. > Down in the deepest level of Repentanc the Zealot watches over his ewuivalent of Satan, the one who inspired all of this. His illegitimate son eho turned to becoming a serial murderer and a cannibal. In an effort to cure him, the zealot has forcefully attached so many blessings to the mans flesh he's no longer human. Just hungry.
>>43390350 Might as well continue because I'm bored, other Blessing ideas. >Asphodel Dreams It's looks derived from the Poppy, the flower instinctively curls around your hand, warm and inviting. Almost like it's snuggling your hand. At certain times it with just lay motionless, then seemingly wake up. At level one, the flower will spray powder that will either paralyze the subject if there's skin to pollen contact. while if it's inhaled it will cause drowsiness. At level two, the length of the paralysis lengthens and the player can determine whether or not they want the powder to cause intense suggestability or simply sleep if inhaled. At level three, paralysis lasts a couple more seconds and causes terrible rashes and itching. If inhaled, suggestability becomes complete control for a time, and the sleep turns into a coma. Abusers of this blessing are called Lotus Eaters, choosing to inhale their own pollen to stay happy and delude themselves into thinking that nothing has changed. In reality they have poppies/lotuses growing out of their body in random places. which are feeding off of them, leaving them sickly and frail.
>Cerberus's Bile: Derived from the pitcher plant, the plant produces large pocts of painful acid which is stored in little stomachs in the main body. It shoots them out in single shots, propulsed from the stomach. At level one, the plant is small and can only shoot three shots of acid before needing sustenance. At level two, the projectiles double to six before needing sustenance and the player can specialize the blessing to do more damage to inanimate objects or living things. AT level three the pitcher can shoot upwards of eighteen blasts before needing food. Abusers are similar to artillary in that their body has become so ingrained with the plant their body has become similar in function, they have a sickly sweet smell about them which constrasts with their melted wax like forms. Now they can vomit up the acid instead of firing it.
>>43394303 Melee weapons don't really have stats like guns do, since there's less fiddly pieces to them that could need upgraded past what Tonics and Gear might offer. Melee attacks are made via the Brawl skill (which is posted here because I just realized I've never spoiled any of the skill list). Past that, not much else to it. It's flexible enough to build how you like, and you can use damn near anything as a melee weapon to good effect since average damage is based on successes rolled with an attack skill more than what a weapon can do.
>>43395434 Hmm, an interesting idea. I'll let it run through testing as is, but I will keep that idea in the wings for other stuff in the future.
>>43396352 >>43396447 I'd like to offer as much as I can for such a thing, since out of the box solutions are always the best. Sadly, I'm no where near a professional at this sort of thing, so lots of my ideas could be pissing in the wind for all I know. I'd like to know what sticks when thrown at the wall before I adjust things in much more creative ways. I'm sure a good chunk, if not all of this is going to go through several revisions before I'm even close to done with the initial testing after all.
>>43396803 Sure sure, not trying to put pressure on anyone. You're doing amazing work, so I'm not complaining. Just tossing out suggestions that come to mind, since it's the only way I can think of helping.
>>43396901 Oh no, feel free! I enjoy the spitballing of ideas. It gives plenty of backup options if certain things don't work out. I'm not too sure how good an idea Mobile Camo is, for example, so something a bit more streamline like the water stealth bonus might be a better option if mine proves underwhelming.
>>43397083 One thing I'd say is, the idea of mobile camo seems a little redundant when there are teleporting plasmids.
Like you can go invisible, and make one action a round to get somewhere, or just teleport and accomplish the same goal. Speaking because in the second game, the teleport plasmid is treated basically like a turning invisible effect. The player activates it and the teleporting effect occurs, but then they're basically just invisible and intangible and move normally, until they re activate it, producing the teleport effect and making them "appear".
>>43397252 I don't think Houdini or Teleportation would be an issue against that. Saving Eve and still going invisible is pretty powerful since it allows for sneak attacks, and gaining the ability to move during all the more so since it allows you to position just right. It's more the constraints of that special effect that I'm unsatisfied with rather than the effect itself.
>>43400437 It's basically saying any Plasmid that would be considered a melee attack that uses Brawl as it's attack skill (such as Charge) would be a candidate for Specialization. This is important, as you can't just specialize in Melee Plasmids. It's too broad a scope, so you specialize in them on an individual level for the benefit.
>>43400976 Gm fiat, I'd suppose. Lots of Plasmids do have melee range minimum to them, but most are not quite run up and punch a guy type of use. I'd be fine with it if you took the Specialization for it, but I'll leave it to each GM to make that call..
>>43402796 Sure. It might be a bit weak initially until I can come up with more ideas to expand it's talents, but I have a few things I'll be adding for thrown weapon builds since someone brought it up earlier. Assuming it was you.
>>43405210 >Our current state of being... brother unfulfilled >biological urge to leave one's mark >Return to an old life, for the possibility of creating new >We'd become flesh and all that it is heir to
I could very well be mistaken, and reading "biological urge to leave one's mark" wrong, but with the heavy focus on we, us and our, it sounds like they're considering going back to being relatively normal people in order to have some disturbing self-cest baby. Otherwise, what else would it be that they can't already do with all their magic quantum time lord powers, that would require the both of them regaining physical bodies?
While I liked that they gave a nod to Bioshock 2 rather than pretending it doesn't exist, by bringing up and pointing out locations from that game, I don't like that they simultaneously retconned the entirety of the second game's plot and validity by outright removing Delta and Eleanor from existence.
>>43405385 Yeah, Alpha Series isn't even mentioned while working on the 'first' big daddy because they haven't seemed to have gotten them to work yet.
I still consider Bioshock 2 to be the best in the series so far. It's got a more personal and invested story than 1 and isn't up its own ass about how visionary it sees itself like Infinite.
And I like that the supporting characters seem more like they're helping Delta on his way because their goals align rather than just telling him what to do to further their own ends like the entirety of 1.
Did anyone else noticed how universes of Bioshock and Dishonored are similiar to eachother? Each game has a man, a city and the lantern (entrance to the cities in Bioshock, last level in Dishonored).In every game there is a city on the verge of the apocalypse,in each game you have to save a girl (Little Sisters,Eleanore,Elizabeth,Emily),each main hero has a tatoo on the hand (Jack have chain,Delta have delta,Booker have AD,Corvo have Mark of the Outsider) and every game except for Infinite have binary ending. Only problem is lack of plasmids in Dishonored. While Corvo have magic powers,they are mostly related to plague/shadow and come from the local equivalent of Satan. However all magical things in this universe (oil,runes,bone charms) come from the giant mutated whales,and Adam in Bioshock comes from mutated snails. Both live deep in the ocean and it is implied that it was some kind of Cthulian nightmare lurks neer Rapture. It is possible that Dishonored is same world,with same deep sea horror,but different dimension of it,or that horror is Outsider himself. In reality I think Arkane just wanted to create a Bioshock game but never bothered to get the licence
The anon who came up with >>43385819 here, what are some interesting plants I could use as a basis for the Blessings? I've decided to work on it again. So far, some ideas Ive had are >Poppies >Lotus >Rafflesia >Pitcher Plant >Rose >Kudzu >Ivy
>>43413730 >>43413844 Character's philosophy is to adapt to true undersea living and eventually totally avoid all the conflict in the city by being able to live outside in the ocean without fighting over resources with crazy splicers.
>>43413594 >Boxer style close range fighter >Phys build, but emphasizes speed over brute force. >Sports boost maxxed. >Uses winter blast or something else that imobilizes the target to make it easier to hit the targets.
>>43413594 >Magician who favors over the top plasmid usage for their self-imagined "Show" or >Hypnotist, tres to manipulate enemies against themselves or tries to cause chaos by setting off security or pissing off the "bigger fish" who inhabit the location.
A stealth character with some skill in grappling, who waits in flooded areas for enemies to get near or go by, jumps up and grabs them and then drags them down and holds them underwater to drown.
No use of weapons, or perhaps even plasmids.
Alternatively that could be a pretty cool plasmid, when activated or when you get close to death, it basically makes you go possum and appear dead and even lack a pulse and noticeable breathing, basically going into a short coma. The longer spent preparing the ability before activating it, the more gross and decayed it can make you look during the coma, and while in the coma maybe you recover a little bit. Obviously it would have some drawbacks, like don't get close to dying while in water or you'll play dead and actually drown even in shallow water, and if you're in the coma state and a Little Sister happens past you're fucked. But otherwise it could be a cheap and effective alternative to stealth, when you know an enemy is coming past or you're about to get killed, you just drop dead for awhile till they're gone.
Definitely great for hiding in plain sight, if you're like, holed up and living in an area where splicers are common so looking like just another dead body is a good survival strategy.
>>43413594 I like the idea of a character focused on telekinesis, using it to help work their way up to high areas and use a crossbow to take out enemies stealthily, using the plasmid to get back the bolts afterwards. Might be a bit tricky in close quarters though.
>>43414837 >Angel's Trumpet >Actually derived from the poisonous Angel Trumpet. >Spliced with kudzu to create rapidly generating flower bulbs which, when thrown, emit a shrieking sound through the air before exploding in a burst of poisonous seeds which embed themselves into the skin. >Horribly painful
>>43421885 It was a she actually, and she freaked out and cried a little in surprise. When we reached the central control to get to Ryan, one by one we got separated till it was just her, and she basically went through the same scene that Jack did upon reaching Ryan.
Afterward it was pretty cool where she left Tennebaum's haven back into the city on her own, and found us all again one by one, and we each came to grips with the truth in our own way.
>>43428862 In the immortal words of Captain Janeway, "I couldn't decide whether I should have tobacco laced coffee or caffeine laced cigarettes, so I tried both at once. I'm not quite sure but I think I could walk through walls."
>>43430274 Mostly just a thought honestly, but its a neat idea to help splice up the enemy encounters and whatnot. Like a Lead splicer that throws stuff with telekinesis Or even have a Bouncer big daddy that has been forcefully been injected with Incinerate as a cool boos
lest we forget, there are also normal bandages, med kits (normal), med kits (plasmid based) med stations, Hacked med stations, and doctors and nurses who are not mad splicers with the appropriate equipment and supplies that can heal wounds around as well. Some of these are more common than others. Having a medical skill should be on the player's list to be available if chosen.
>>43435992 Speaking of nutritionist. Should we separate the health values of proper foods (steaks, cheeses, veggies, etc.) verses cheap food/junk food (candy, pep bars, soylent green)? Like proper food gives more Vitality while junk food gives more EVE? Maybe some foods can keep you filled all day long, or can be eaten in two or more sittings? (like a huge loaf of bread, wheel of cheese, or a pumpkin?)
>>43437488 Much like the concept of dividing the time it takes for some liquors to get you drunk, this might be a post alpha testing item. That said, it's a good one, so I'll add it to the list of notes to consider for later.
>>43437601 Every game it's heal mechanic. Rather than give one to players on a natural level, I went this route since it was ground that was familiar to the setting. Plus, you can't really argue with the amusement of watching a wounded player happy as a pig in shit that he found a bag of potato chips in the trash can.
>>43437687 To add another one to the list. Cooked food! like proper food, a well cooked meal could provide a sizable boost in recovery. It might take a while to eat it. Can't it eat in a fight, but some exceptions might apply. It'll take time to make it, might attract unwanted attention to you while cooking it (the smell spreads). After remembering how messed up Rapture is, a proper unlooted kitchen is a rare find. Being a chef/cook should be a skill all to it's self.
Also, a smuggler can make major money by bringing in not bibles, but food stuffs you can only get from the surface world. (like coffee, cane sugar, chocolate)
>>43451076 What would they even do? The ones that have been "saved" would literally just be 5 year old girls, and the ones that haven't don't have the agency/grasp on reality necessary to make them functional playable characters.
>>43451508 Assuming the party has her trust (and the right pheromones, assuming that wasn't complete bull), she's the ultimate support class, effectively immortal unless the slug is removed, and can produce adam on a daily basis as long as they can find adam rich bodies, which are plentiful if she's following the party
>>43451508 >>43451663 That doesn't sound like a playable character though; maybe an NPC that could tag along with the party, but outside of making her think you're a Big Daddy or brainwashing her (again) somehow to be willing to follow/help you, she's not going to co-operate on her own. If she had been saved then she'd still be a child, which again, would work as an NPC (could at least talk and crawl around vents and things), but a 5 year old girl doesn't give the player much to work with in term of skills or combat.
Then again, ex-Little Sisters that have grown up reasonably would probably work fine. Their mental conditioning seems to be retained at least partially, so that could be interesting to role-play with, as could the character background (with the kidnapping and their experiences while they were a Little Sister). Presumably they wouldn't retain their regeneration or anything else like that after their slug was removed (perhaps to a limited extent)?
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.
If a post contains personal/copyrighted/illegal content you can contact me at email@example.com with that post and thread number and it will be removed as soon as possible.