# Species System blah blah im not even trying at this point here's your design doc for the thing i doubt anyone will code other than me - **Implementation of all of these can technically be separate, other than biologies needing to be injected before all of them.** - **Implementation of 'traits' rework can be entirely separate if needed.** - this basically lets us split up a massive project into chunks of updates to appease players without having to do it all at once. ## biologies - organic - synthetic - nanoswarm - chimeric - promethean you can guess what each of these is these all have different default handling of health, to be done by (undecided method) ## physiology limbs all have a biology. - /datum/global_physiology at the /carbon level - /datum/local_physiology at the /organ/external level /datum/physiology_modifier now has target biologies to target. only limbs of that biology get it applied to their local physiologies. ## brains everyone is housed in their brain (duh) brains have a biology. this biology determines what your brain can 1. survive in and 2. control ## species species (and potentially whitelisting in the case of protean/chimera) now determine what primary physiology you can pick this is abstracted, you aren't actually picking your physiology, you're basically picking your primary physiology + brain type this in turns determines what limbs you can pick. ## organs too complex to talk about in this draft. tl;dr composition and organ biologies and all kinds of yikes abstraction levels ## augmentations for all biologies, you can have a /datum/robolimb augmentation. this does different things on different biologies (e.g it shields nanoswarm less than say, chimera) this basically represents you being a cyborg where most of the outer bits of your body are a prosthetic but you still have blood and flesh / whatever underneath. this is different from synthetic - normal people can have entirely prosthetic limbs or augmented limbs. in most cases, people would have fully synthetic limbs and augmented chest/head, as people (not MMIs/positronics) still need their organs to live. health system wise (for later): augmentations change outside physiology but not inside, and how we model this is you can still take "proper" deep tissue / organ damage on augmented areas, but the outside layer basically acts like an overshield. however, having your arms half broken is obviously not great for you. as an example: proteans just fully have this as an overshield, but they can't really operate with this outer layer broken unless they actively eject it and fall back onto their nanoswarm - which is by far, an inferior physiology to fully prosthetic augmentations. ## Traits / Quirks / Etc and now the moment you've all been waiting for: ### custom species is removed as a species datum. every species will have the ability to have a different species name. Every species will support the same level of customization codewise, but not necessarily the **amount**. custom species will be automatically transitioned to human species base with their options retained as best as possible, including their species name. ### traits, points, augments, features customization on citadel rp will always be a priority at a certain level - a lot of our niche is focused on this, and, frankly, if it makes the player feel better without causing a ton of issues, `why not`? with this in mind, we'll probably do the following: - single point pool for traits / whatever. starting amount determined by species - traits are for global/intrinsic modifiers that can't be "taken away" from someone. for now, it'll also have limb/whatever specific physiology stuff, but in the long term, we want traits and augments to be different - in-fact, even stuff like bio-reactors will eventually be transitioned to the composition of someone's organs. - traits have a list of mutually-exclusivity enums, allowing you to designate certain groups as "pick one of this". - traits can also have species whitelist / blacklists, and species has the same for traits. - we'll probably need a better system for replacing traits with their species variants: see, Auril flight - species can have a list of "forced" traits much like languages that are always taken - cultures cannot, unlike with languages, as it doesn't make sense to overload cultures even more instead of just having snowflake cultures be subspecies. - cultures: learned opinions. species: physicality & physiology. traits will come with a few classes: - **intrinsic / stat modifiers**: multiplicative modifiers to what someone's capabilities are. - for "base" / core stats as well as global modifiers to damage/speed, this must cap out at +- 15%. e.g. if someone's already taking 20% more damage from burn, it'd be 1.2 * 1.15 = 1.38. - these generally apply multiplicatively, hence why they're so hardcapped - furthermore, this prevents too much minmaxing. - **features**: things that are less quantitative and more qualitative, or at least feel that way - general: more forgiveness to things like genetic/radiation/augmentation damage/capacity overrun, better senses, colorblindness, slightly better nightvision, claws, glowing, etc - synthetics: bio-reactors, higher charging capacity, inbuilt sensors, etc - organics: metabolism modifiers, chemical incompatibilites / dependencies, etc - a lot of these are better off as hardware/augmentation/organs later - **uniques**: things that greatly change the paradigm of what someone's character is, can do, or experiences. - each species has a separate **unique limit** - flight - would still require wings later on - honestly i want to murder flight in its current form but we'll leave it alone i guess - vetalan - species uniques / exclusions like: - no flying prometheans but they can glow superbright, be limited stargazers/luminescents, have species modifications, etc - ngl these are probably due to be cut. most of these can easily just be subspecies except for vetalans and we really don't want to overload uniques with stuff that **should** be a subspecies thing.