HugePinball Posted March 23, 2010 Share Posted March 23, 2010 I'm thinking of making a small mod that allows you to sleep in any of the Stasis Chambers throughout Mothership Zeta. Besides getting all health and limbs restored as you would normally, I thought it would be fun to get some other benefit from sleeping in them. I could simply have them also give you the Well Rested effect, but it would be more interesting if they granted some other unique effect, either instead of Well Rested or in addition to it. Any ideas? Link to comment Share on other sites More sharing options...
pkleiss Posted March 23, 2010 Share Posted March 23, 2010 How 'bout: Alien Insight - a brief addition to your perception and/or criticle chance (luck bonus?)Warp Speed - A bonus to your movement rateTemporal Displacer - Things don't weight as much (you can carry more)Alien Size - You are now 1/2 as tall as beforeCosmic Song - enemies gat their fatigue damaged by 60 points thus knocking them to the floor for 10 seconds Link to comment Share on other sites More sharing options...
blue_fox Posted March 23, 2010 Share Posted March 23, 2010 Oh hey hugepinball. I got the stuff working I'm just gonna need to test it some more and look over other stuff I added. I think I have a few ideas for this. It could have a residual effect that gives you a higher damage resistance for an amount of time.It could give you a higher attack when using alien weapons (Can that be done?) Maybe using variables or something.Or you could have a custom perk obtained by sleeping in the bed a certain amount of hours or a certain amount of times. The perk could be called something like Alien Regeneration. When eating alien foods you gain more health. Link to comment Share on other sites More sharing options...
amcclell Posted March 24, 2010 Share Posted March 24, 2010 How 'bout: Alien Insight - a brief addition to your perception and/or criticle chance (luck bonus?)Warp Speed - A bonus to your movement rateTemporal Displacer - Things don't weight as much (you can carry more)Alien Size - You are now 1/2 as tall as beforeCosmic Song - enemies gat their fatigue damaged by 60 points thus knocking them to the floor for 10 seconds Maybe it picks randomly from these, along with a bunch of other, possibly negative effects. You could use the luck stat in order to determine your chances of getting better results - it's disappointing how luck really isn't used in FO3 like it was in the first two games (Where having high luck made you more likely to run into the really bizarre random encounters). Link to comment Share on other sites More sharing options...
sunici Posted March 24, 2010 Share Posted March 24, 2010 a few ideas: Statis ShockDue to long rest in statis, your body is completely healed, limbs restored, purged of radiation, and chem addictions removed. For the next X hours, your endurance is increased and enemies cannot critical against you, but due to a foggy head your perception and intelligence suffer and you cannot critical against enemies. Alien DreamsDue to the odd effect of the statis chamber, you have been dreaming in an alien language. Your speech skill is reduced to zero and you cannot communicate with anyone for X hours. You see the world differently though, and your Science and Energy Weapons skills are increased to 100 during this time. Sleep of Rip Van WinkleA random amount of time has passed (could be hours, days, weeks). If you slept for a short time (<24 hours), the effects are as for normal sleep (including Well Rested effect). If you sleep longer, you are purged of radiation, chem addictions, etc., however your muscles may atrophy. For each full week spent you lose 1 strength and 1 agility, but you gain 1 intelligence and 1 charisma. Nano NanoWhile in stasis, nanobots have been repairing and maintaining your body. However, they were confused about the armor you were wearing at the time, and although it has been repaired and improved (full cond, higher health and DR), it has been fused to your body and you can no longer remove it. (Maybe Pinkerton would know how....) Link to comment Share on other sites More sharing options...
HugePinball Posted March 30, 2010 Author Share Posted March 30, 2010 Thanks guys, there's some great ideas here. :thumbsup: I just noticed something though. There are only 12 Stasis Chambers you'd have a chance to use while playing MZ, and 11 of them are in essentially the same place (in small rooms off the large, two-level room in the Living Quarters). The last one is on the Bridge. I suppose it might've helped if I'd actually played through MZ before... It also looks like both these areas are encountered toward the end of the main quest. Maybe some people who have played through the whole MZ could give me an idea of what might be helpful at that stage of the game. I'm thinking of having two effects: a short-term one that you get upon each use of a Stasis Chamber, and another permanent one (perk) that you'll get if a certain number of hours within chambers is accumulated. The permanent perk should be something that will have some benefit once off MZ, but the short-term effect should be more geared toward immediate benefits in those levels near the end of MZ. For that short-term effect, I think I'm liking the "Statis Shock" idea from Sunici, maybe with a little Energy resistance too, and have it last only about 5-10 minutes game time, to give an incentive to return to the chambers. For the permanent perk, I'm still not quite sure. Link to comment Share on other sites More sharing options...
blue_fox Posted March 30, 2010 Share Posted March 30, 2010 I agree definite energy resistance. Those aliens and their damn weapons can take a toll. Link to comment Share on other sites More sharing options...
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