Arzion Posted September 21, 2016 Posted September 21, 2016 Introduction Holoparasites are nanobots that require a host's life essence/health to survive, and in turn, the nanobots assists the host in any way they can. Any damage taken by holoparasites is transferred to the host, upon which the host dies if it sustains too much damage, but so will the holoparasite. Of course, they take heavy inspiration from the franchise "Jojo's Bizarre Adventure". Abilities Holoparasites are able to have different abilities based on what the user selects when they inject themselves with a holoparasite. So far, the known abilities are Standard, Explosive, Assassin, Support, Chaos, Charger, Lightning, Protector, and Ranged. Standard holoparasites deal high damage and are moderately resistant, with no unusual ability. May, however, come with the option of customizing its attack quote for when it attacks anything. Explosive holoparasites deal decent damage and have decent protection, but their special ability is to turn anything into a bomb, detonating when someone touches the trapped object. Assassin holoparasites have no actual damage resistance, but they can enter stealth mode, upon which the next attack deals massive damage and ignores all armor values. Support holoparasites can switch between 2 modes. A decently-fighting mode and a support mode, upon which in the latter anything it hits is healed of a moderate amount of damage. Chaos holoparasites cause touched enemies to be set on fire, and automatically extinguishes the host if it is on fire. Charger holoparasites move very fast, deal moderate damage and can charge, also dealing moderate damage and forcing the opponent to drop held items. Lightning holoparasites cause chain lightnings to be done, which deal burn damage and damage anything in the vicinity constantly. Protector holoparasites serve as tank roles, where they can enter a mode upon which they deal and take almost no damage at all. Ranged holoparasites have two modes, one where it can repeatedly attack an opponent with ranged projectiles, and the other where it can pass through walls and is faded. Lore There is actually a lot of speculation on the origins of the Holoparasites and how they work, but its generally agreed upon that the Syndicate is related to the appearance of the holoparasites, as holoparasite injectors can be purchased through a traitor uplink at the cost of 12 telecrystals (all telecrystals available). Conclusion Holoparasites open ways to new styles of RP, such as a silent murderer assaulting from the shadows and leaving no trackable trace, or a medical doctor using his Support holoparasite to heal the ill and injured. In any case, the possibilities are there, only limited by the person's imagination.
Nanako Posted September 21, 2016 Posted September 21, 2016 not quite getting it. Where does the 'holo' come from? Or the parasite for that matter. As far as i can tell...you inject nanobots and get superpowers. that's about the sum of this suggestion, right?
Alberyk Posted September 21, 2016 Posted September 21, 2016 not quite getting it. Where does the 'holo' come from? Or the parasite for that matter. As far as i can tell...you inject nanobots and get superpowers. that's about the sum of this suggestion, right? Those are holoparasites: https://tgstation13.org/wiki/Holoparasite They are pretty much summons controlled by other players linked to the host's body.
Ron Posted September 24, 2016 Posted September 24, 2016 I like them so long as the person playing as it isn't a total idiot just like the syndie borg.
Arzion Posted October 2, 2016 Author Posted October 2, 2016 I'm down as long as I can use them, mate. Holoparasites are controlled by other players, and traitors can purchase injectors to create holoparasites. If you are referring to using them yourself while you are a traitor, you can command your holoparasite anything you want.
icy_dew Posted October 2, 2016 Posted October 2, 2016 (edited) ogod i'll have so much fun when if this gets implemented... +1 Edited October 6, 2016 by Guest
Nanako Posted October 5, 2016 Posted October 5, 2016 i think this sounds like a terrible, snowflakey idea and not suited to traitors at all. I have no idea where the holo or parasite aspects come from, with summoning a superpowered monster, and i'm not keen on apparently flat out copying an anime. But most of all, this sounds far too indepth and would be its own gamemode if it were ever done. its silly though
Chaznoodles Posted October 5, 2016 Posted October 5, 2016 Holoparasites are toptier, yes please. It gives a traitor some support in the case of Security going suns out guns out, and can create some nice roleplay situations.
DatBerry Posted October 5, 2016 Posted October 5, 2016 i think this sounds like a terrible, snowflakey idea and not suited to traitors at all.I have no idea where the holo or parasite aspects come from, with summoning a superpowered monster, and i'm not keen on apparently flat out copying an anime. But most of all, this sounds far too indepth and would be its own gamemode if it were ever done. its silly though Noooot really, no. Holo comes from holographs, they're hard light projections made by nanomachines, son. The nanomachines have their own AI that is slaved to its host. I like this idea because traitors are no longer robusted once you disarm that gadget they had, built in abilities are always better. Though wasnt there a teleport power for support holoparasites? It was one of the most important abilities.
Guest Posted October 5, 2016 Posted October 5, 2016 Only one that people are going to pick is the explosive one. Explosives act as incredible damage dealers in combination with inducing weakness and unconsciousness in addition to teleporting the victim a random set of distance away. Holoparasites are implemented with all of the old cheese we did away with since the old code transfer. There's already a concern regarding code compatibility, in addition to the fact that both Sybil and Bagel has holoparasites disabled because they were unbalanced for traitors. Also, nanomachines aren't supposed to create separate entities, that makes zero sense even from a sci-fantasy point of view. They're great for murder but they don't really add much to the game past that aside from JoJo memes.
Nikov Posted October 5, 2016 Posted October 5, 2016 Sounds silly. Its superpowers in a syringe. Combine holobullshit with your full inventory worth of shivs and stuns and we have a balance problem on our hands. You see, adding a new gun is balanced against all the other guns you could be carrying, or all the other items that could fit in that slot. If I go into combat and have to decide between body armor and a space suit for my exosuit slot, I decide between damage reduction or vacuum proofing, and my tactics adjust accordingly. With holobullshit, I inject superpowers on top of all the inventory-based abilities and skills. Consider old DnD when Fighters didn't get fancy talents or skills and instead just rolled bigger hit dice. Any wizard steamrolled them after level five because a spellbook weighs one pound but contains all the power in the world, while the fighter's full lumbering kit doesn't. Solution? All fighter classes now have 'physical magic' in modern RPGs, such as WoWs rage system, to let them do "magic spells" the same as the magicians. What you're doing here is taking a tool-and-toolbelt balancing act and giving new tools which don't take up space in the toolbelt. You can now get both if you're a traitor, which makes the traitors able to run around with all these talents and abilities to kill bare-handed (wizard) as well as loaded out with all the inventory weapons and tools their competition has (fighter). The result is a Grand Wizard Of the Knights Of The Battlemage, the snowflakeyist of snowflakey, who has the full array of holoshit powers on top of the raided armory, RCD and fireaxe. Its just not good game design.
Nanako Posted October 6, 2016 Posted October 6, 2016 I like this idea because traitors are no longer robusted once you disarm that gadget they had, built in abilities are always better.. Built in abilities aren't a traitor thing. that's why we have wizards, vampires, and changelings. and if you want to be robust as a traitor, buy armour and guns. If you're relying on gadgets then you're more of a saboteur/infiltrator than a soldier, and should expect to be robusted in direct combat
Alberyk Posted October 6, 2016 Posted October 6, 2016 Built in abilities aren't a traitor thing. that's why we have wizards, vampires, and changelings. That is also a great point. Holoparasites don't fit with the traitor theme we have, unlike tg.
SomeoneOutTher3 Posted October 6, 2016 Posted October 6, 2016 Built in abilities aren't a traitor thing. that's why we have wizards, vampires, and changelings. That is also a great point. Holoparasites don't fit with the traitor theme we have, unlike tg. Couldn't we add holoparasites but make them only available to mercenaries for a price of 15 TC? I think that holoparasites for mercenaries, which would rely on something that will support them in direct combat, fit with the theme more than holos for traitors.
Guest Posted October 6, 2016 Posted October 6, 2016 Jesus Christ no. Way to make that suggestion five times worse. Hell fucking no.
Nanako Posted October 6, 2016 Posted October 6, 2016 the only mode this fits is ninja. i guess i wouldn't mind ninjas having them, although i still think its a somewhat cringeworthy idea based on blatant anime copying
Arzion Posted October 7, 2016 Author Posted October 7, 2016 To clear up some concerns. Explosive holoparasites do not teleport people away upon hit. That is the effect of the Chaos Holoparasite. On addition, the duration is limited, with the trapped object being "disarmed" either after another object is trapped or after a duration of approx 1 minute. Holoparasites do not "grant powers", with the exception of the chaos holoparasite, who only grants immunity to fire. They are beings by themselves that have the powers mentioned. A holoparasite injector costs all of your telecrystals, which means you can't have multiple traitor objects while also having a holoparasite, unless you rob someone else. You also cannot have multiple holoparasites by stealing another person's uplink and buying a holoparasite injector. In further detail, holoparasites exist to serve you and help you in any way necessary. They are like companions, not like your own superpowers. They are also controlled by other players, upon which when you inject yourself with a holoparasite, it will give a prompt to players if they want to play (X)'s holoparasite. If no one wants to play your holoparasite, then your injector will not be consumed, and you can try again later. It's a nice break from the usual traitors that either ruin stuff, cause destruction on the station or gun everyone down. This is also unique in that holoparasites are the only traitor-exclusive beings that can directly heal others, provided you choose the support type. Combat hyposprays are very limited in use and are made for combat. In general, holoparasites are extremely versatile and could be a good addition to a traitor's arsenal, as it actually enables traitors to have friendly roles without having used actually illegal equipment, and thus no security manhunts or arrests being made over having a holoparasite.
Recommended Posts