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Thread: Plasmid Synergies?

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    Plasmid Synergies?

    So in some of the vids it looks like you can have two Plasmids equipped. Will there be any synergies between plasmids? Or two that refuse to work together with some dangerous side effect to yourself?

    The first one I thought of would be an Ice and Telekinesis synergy to allow you to control how the ice radiated out (in this thread).

    Perhaps a synergy between the chameleon plasmid and one that targets others to make someone else blend into the background? Possible uses: Making a Big Daddy forget about his ward. Setting up and ambush of invisible splicers.

    The bee arm thingy and fire could be used to launch flaming insects at someone...
    -----------------------
    One's that wouldn't work so hot...

    The main one would be Fire and Ice plasmids causing some sort of minor explosion from superheating and then supercooling air (or vice versa). Although you could possibly have it be an area effect that hurts everything.

    Bee arm and the disguise plasmid (there was one mentioned that would make a big Daddy think you were an LS), in which the bees get confused and attack you.

    Most of these aren't as thought out as I'd like cuz Im tired, but you get the idea. Quite a bit of possibilities...

    Edit: Perhaps using some sort of Heat/Fire plasmid + Telekinesis to cause various things to superheat (like body liquids, or the water around an enemy)
    Last edited by nmrahde; 04-15-2007 at 11:30 PM.

  2. #2
    Of course there will be plasmid synergies. Also, you will be able to have "significantly more than 3 plasmids equipped at once" according to either AlexxKay or ckline (I forget which).

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    Quote Originally Posted by a rabid chicken View Post
    Of course there will be plasmid synergies. Also, you will be able to have "significantly more than 3 plasmids equipped at once" according to either AlexxKay or ckline (I forget which).
    Alexx Kay But they never mentioned if combining their use together will result in a distinct new product, which is what nmrahde is wondering.

    Bee-arm + telekinesis should combine to allow the player to direct small swarms of the insects seperately, or hold them still for a short period of time, similar to the Undying skull spell. Those zany skullheads really got irritated if you held them still for long

    Pyrokinesis + Catapult Mine can give us player's many an Arnold Schwarzenegger-esque moments of action scenes with zippy one-liners.

    Fireball + Tommygun affinity should give us a siphon of flame to shoot bullets through that gives them that extra delivered punch.

    Chameleon Blood + Electrical bolt + Speed boost should give even the bravest of Rapturian monsters a case of the spooks when they witness a Predator-like cloaked figure shooting lightning whilst charging their flank at blinding footspeeds.

    Iron Gut + Decoy can make your doppleganger invulnerable to that nasty right-hook of the Big Daddy. That or it will break the needle off the LS's Adam syringe, and along you come using a Big Daddy Mimic plasmid, playing Santa and giving her a fresh needle.

    Berserk Rage + Decoy + Catapult Mine will give us a hoot. Place the decoy near a balcony ledge, and on the ground floor place the mine. Lure the Big Daddy into the balcony, then using Berserk Rage, he will charge at the decoy, taking himself over the edge and right into the bomb.
    Last edited by Raveness; 04-16-2007 at 01:57 PM.

  4. #4
    yeah, it would be neat to do something like fire a fireball, and then intimately control its flight path, possibly hitting and lighting multiple enemies

    Quote Originally Posted by Raveness View Post
    Iron Gut + Decoy can make your doppleganger invulnerable to that nasty right-hook of the Big Daddy. That or it will break the needle off the LS's Adam syringe, and along you come using a Big Daddy Mimic plasmid, playing Santa and giving her a fresh needle.
    Problem with this is that Iron Gut is supposed to allow you to eat scrap metal to regain health, not make your skin as strong as iron
    Last edited by ffanxii4ever; 04-16-2007 at 02:10 PM.

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    Quote Originally Posted by Raveness View Post
    Chameleon Blood + Electrical bolt + Speed boost should give even the bravest of Rapturian monsters a case of the spooks when they witness a Predator-like cloaked figure shooting lightning whilst charging their flank at blinding footspeeds.
    I am so doing that.

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    Quote Originally Posted by Raveness View Post
    Alexx Kay Chameleon Blood + Electrical bolt + Speed boost should give even the bravest of Rapturian monsters a case of the spooks when they witness a Predator-like cloaked figure shooting lightning whilst charging their flank at blinding footspeeds.
    the only problem there is that chameleon blood only works when you are standing still

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    Quote Originally Posted by ^ilovebioshock! View Post
    the only problem there is that chameleon blood only works when you are standing still
    What? There is no correlation between chromatophorous cells changing and having to remain stationary. The cells are not directly tied to metabolism. Certainly remaining still increases the effect, but just because chameleons are a relatively sedentary creature does not mean they have to remain so to change colors, nor anyone using the blood in a fantastical way.

    The more you learn, youngster

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    it was explained in another thread that you need to remain staitionary so mabye you are the one whome needs to learn

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    Quote Originally Posted by ^ilovebioshock! View Post
    it was explained in another thread that you need to remain staitionary so mabye you are the one whome needs to learn
    Lemme explain it real easy for you: I was being facetious with these plasmid combo's.

    Plus we don't know how the combinations work, hence this thread.
    Last edited by Raveness; 04-16-2007 at 08:25 PM.

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    Thumbs down

    I like the idea of Incinerate+Teleport to just kind of teleport to someplace like a sentient thermobaric bomb..."Behold I am become Shiva..."

    Teleport+Bee Arm - Send just the bees to the location. Take that Pharaoh!

    Bee Arm+either Sentient Ammo or Speed Boost - Super zippy bees. Tack on Fire or Teleport plasmids for extra fun!

    Electro-bolt + Iron Gut - Blanka. 'Nuff said.

    @Raveness I like the idea of combining an Affinity Plasmid with Fire or other status effect.

    Weapon Affinity + Teleport - Teleports the enemy to your marker. Set the marker up high or in a flaming inferno to teleport them to their maker.

    3 Mimics - Turn into some fearsome beast from the deeps, perhaps scaring even a big daddy.

    Hacking Plasmid + Extro-bolt - Fry the circuitry of activated electrical system.

    (There we go - the ol' noggin works better after getting sleep. Also glad a bunch of you seem to like this idea )

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    Quote Originally Posted by Raveness View Post
    Lemme explain it real easy for you: I was being facetious with these plasmid combo's.

    Plus we don't know how the combinations work, hence this thread.
    ok fine you win

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    Quote Originally Posted by nmrahde View Post
    @Raveness I like the idea of combining an Affinity Plasmid with Fire or other status effect.

    Weapon Affinity + Teleport - Teleports the enemy to your marker. Set the marker up high or in a flaming inferno to teleport them to their maker.

    3 Mimics - Turn into some fearsome beast from the deeps, perhaps scaring even a big daddy.

    Hacking Plasmid + Extro-bolt - Fry the circuitry of activated electrical system.

    (There we go - the ol' noggin works better after getting sleep. Also glad a bunch of you seem to like this idea )
    I don't want to see any kind of "frying the control panel opens the door or frees the prisoner" gimmick; it always come's off looking ridiculous in game's and movies, and no one buys it. Every time in Half Life 2 that someone pulled out that toolbelt-EMP disruptor it felt like "Oh noes, here comes the deus ex machina device."

    Instead with Berserk Rage + Iron Gut we can simply eat the door blocking our way through

  13. #13
    Quote Originally Posted by Raveness View Post
    I don't want to see any kind of "frying the control panel opens the door or frees the prisoner" gimmick; it always come's off looking ridiculous in game's and movies, and no one buys it. Every time in Half Life 2 that someone pulled out that toolbelt-EMP disruptor it felt like "Oh noes, here comes the deus ex machina device."

    Instead with Berserk Rage + Iron Gut we can simply eat the door blocking our way through
    Instead of thinking of it as a tool for getting past doors and what not, how about an instant-kill against smaller security bots, and a paralyze against larger ones

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    With the hacking+electricity one I was thinking more about overloading the power grid for whichever circuit. Pretty much just cutting the lights, security cams, Gene Banks, etc. and preventing them from being used again. That way it has pros and cons (How badly do you need to get past that security grid?) It could have a lower Adam cost than just trying to hack (explained by the fact that you're just releasing too much juice into the system, not trying to control minute details)

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    I don’t agree with permanently hampering the environment or machinery in order to further progress, in a non-linear game that is.

    For one thing, if you overload the grid to the point of permanent damage, and you need to backtrack through the same area, which is possible in the supposed non-linearity of Bioshock, what if there is a scripted sequence that relies on the environment or systems to be a certain way? It would look ridiculous coming back to the place you supposedly knocked power out of, and all is back to normal so that an event or objective there can proceed.

    You’re idea would be better with a time-limit ala System Shock 2, that way you receive the mainly beneficial results you’ve outlined, also getting that little feeling of anxiety in the back of your head if you don’t accomplish your goals in time, plus you do not permanently modify the environment to the possible detriment of further progress.

    Anyways I like ffanxii4ever’s idea. Electricity, a normally highly uncontrollable element, should be used to flat out damage things, not to overload only certain systems. An overload stopping on just standard systems, and not continuing to critical systems like air supply regulators or airlock control, just comes off as too gamey.

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    Quote Originally Posted by Raveness View Post
    For one thing, if you overload the grid to the point of permanent damage, and you need to backtrack through the same area, which is possible in the supposed non-linearity of Bioshock, what if there is a scripted sequence that relies on the environment or systems to be a certain way? It would look ridiculous coming back to the place you supposedly knocked power out of, and all is back to normal so that an event or objective there can proceed.
    The Elder Scrolls games have a similar problem, you can kill almost any NPC. Now, Oblivion doesnt let you kill quest giving NPCs for some reason, but you could in morrowind, and when you did, you got a big "REVERT TO LAST SAVE OR ELSE THE FUTURE OF YOUR MAIN QUEST IS IMPOSSIBLE TO COMPLETE" warning. I ruined many a good side quest because of my lust for better loot (and the fact that I always tried to pursade people and failed to the point that they'd attack me). Granted, I learned, and on my next file I didn't kill any NPCs, and it worked great.

    Now if you got a simple warning that tampering in that certain device will ruin later quests, that's good enough for me, that way it's still flexible, but doesn't allow you to do things that would ruin the game.

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    Quote Originally Posted by Raveness View Post
    An overload stopping on just standard systems, and not continuing to critical systems like air supply regulators or airlock control, just comes off as too gamey.
    Yeah I was kinda assuming people wouldn't use on it those systems, although 1) How would you know if those were on the same circuit and 2) If I'm willing to go frollicking off into the briny blue to my doom someone else is probably willing to damage their air supply.

    See I like permanency for the exact reason lotkrotan doesn't. I like the fact that more than just my dialog options have consequences. Like failing when trying to hack the dispensers in SS2 - if I recall wasn't there a possibility that you could break it and it wouldn't work? The avoiding everything working fine when you come back for a scripted sequence could be avoided just by having an if/then statement that lead to one of two sequences depending on whether or not there was power.

    The main way I was thinking that it'd work is going up to a security station and overloading it. Honestly you could just have that be an option once you hack into it ala KotoR (having the hack cost less Adam at the cost of fubaring the station), but I felt it'd be more immersive if I could see me actually frying it. (I won't even suggest the idea of having the security stations and Gene Banks being able to be damaged/destroyed by collateral damage then... )

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    The main one I like would still be using Incinerate + Teleport to produce a miniature fuel-air bomb effect. I like that because if I teleport from A to B there's going to be a small vacuum effect at A and air expansion at B.

    Hmmm perhaps the various mime plasmids could be used with Iron Stomach to allow you to eat whatever you were miming, or allow you to eat what they can eat (ie miming to be an LS, using Iron Stomach and eating things for adam content)

    I dunno. I definitely think there should be some interplay between them and some that just don't get along, and some that do get along but also have side effects.

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