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Is your feature request related to a problem? Please describe.
Create a full-fledged scenario in the game - the ability to create clones. Clones are created by implanting the CBM into the NPC and the player. A CBM network of clones is implanted into the player (has a limited range via satellite, for example, one game overmap - if the player is out of the signal zone, he loses contact with the network of clones and is not able to continue to exist in the form of a clone, receives final death + constantly consumes the player's batteries upon activation), upon death, it becomes possible to continue playing for one of the clones. A CBM clone is implanted into the clone, ideally it should completely copy the player's skills (with possible degradation of skills during cloning). CBM clone network and CBM clone should be in the final room of the laboratories and have a very low % spawn rate.
Describe the solution you'd like
Actually the process of creating a clone is as follows. The player finds an NPC he likes and implants the CBM clone in him, then the player must place the clone in some kind of cryochamber. The cryochamber (optionally it can be installed in transport or just in some kind of stationary building) must operate from cylinders with liquid nitrogen and with a power source. So that the player would have to constantly maintain the cryochamber in working order. Refill liquid nitrogen, refill the power source, perhaps some other little things like water and other liquids for the cryochamber.
Imagine you have 5 clones with different mutations and different sexes. There will be a lot of use from NPCs as a clone raw material source.
Additional context
I was inspired by the Resident Evil and The 6th Day
This discussion was converted from issue #2616 on May 11, 2023 04:57.
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Is your feature request related to a problem? Please describe.
Create a full-fledged scenario in the game - the ability to create clones. Clones are created by implanting the CBM into the NPC and the player. A CBM network of clones is implanted into the player (has a limited range via satellite, for example, one game overmap - if the player is out of the signal zone, he loses contact with the network of clones and is not able to continue to exist in the form of a clone, receives final death + constantly consumes the player's batteries upon activation), upon death, it becomes possible to continue playing for one of the clones. A CBM clone is implanted into the clone, ideally it should completely copy the player's skills (with possible degradation of skills during cloning). CBM clone network and CBM clone should be in the final room of the laboratories and have a very low % spawn rate.
Describe the solution you'd like
Actually the process of creating a clone is as follows. The player finds an NPC he likes and implants the CBM clone in him, then the player must place the clone in some kind of cryochamber. The cryochamber (optionally it can be installed in transport or just in some kind of stationary building) must operate from cylinders with liquid nitrogen and with a power source. So that the player would have to constantly maintain the cryochamber in working order. Refill liquid nitrogen, refill the power source, perhaps some other little things like water and other liquids for the cryochamber.
Imagine you have 5 clones with different mutations and different sexes. There will be a lot of use from NPCs as a clone raw material source.
Additional context
I was inspired by the Resident Evil and The 6th Day
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