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More interesting items/ideas for a Bioshock Rapture MMORPG  
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Part 74

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MMORPG - You Could Play AS Sander Cohen :

Yes, he seems to be gone by New Rapture's time (1971), but his popularity with fans might yet have him reappear  (heck Delta was mulch for ~10 years).  Either way, that wouldn't stop Flashbacks to Rapture's Golden Age, or  the time of earlier events (Kashmir Incident, or when Jack runs into him) which could be recreated (many  Rapture Flashback episodes would be likely for Players to create).   The MMORPG can handle many 'side'  scenarios that are not part of the main game plotline (if all else fails - imaginary scenes).

How does Sander Cohen see the world if you looked through his eyes, at different times ?   Looking at some of  his 'art' might give a clue Miasma.  His growing madness might be made obvious as the scenario plots move  forward.  (Player's action options for Cohens crazy antics expands as time goes on - as you accumulate Insanity  Points.....)

Whole sets of Missions might be created centered on his activities, which would expand on what we know about  him and his 'art'.  Tapping into the Players' imagination is what this MMORPG is about and no doubt a decent  job could be done on this character's roleplaying.

At what point did Sander Cohen finally 'flip' and become the sociopathic murderer the fans love and worship ??
All will be revealed ?     

" An ADAM cocktail, A gallon of Plaster and Thou (tied to a chair) "

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Taser Darts (One More Weapon for the MMORPG Player's Arsenal) :

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Design by Sinclair Solutions (apparently Jack and Delta or Sigma never ran into any).

If you can 'stun' a machine with a Hack Dart, then the same could be done to a human (or BD).

Proposed for stunning opponents without having to use a Plasmid  (possibly meant for the prison complex to  control unrully prisoners).  Ryan would have wanted them for his Security Force (do you really think he wanted  all of his men turned into unstable Splicers ??????)

Not always foolproof, as real world Tasers have been shown to not work consistantly (particularly on hyoped up drug addicts).

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More Varieties of Plot/Story Clues :

They (makers of Bioshock) appear to have made use of the 'Accu-Vox mechanism' excessively (in all the games)  where they also could have used a SitS type 'read document view' (readable closeup view) for things that  warranted a paper note, or form, newspaper, or other plot related evidence for the stories (like in a case  where a guy needs an Accu-Vox in order to report or send a distress message)   --  "WE CANNOT GET OUT.... They  are coming .........."

Particularly that might have helped IF such Game Assets were far cheaper to produce than the Voice Talent type  messages - and would help by adding more varied/interesting bits of clues and such to flesh out the  setting/plotline more.  The backstory tidbits was an important element of the game, and having many more of  them (done properly) would have been an improvement.   Old newspapers blowing forlornly in the ruins would also  have made alot mores sense than someones private AccuVox 'thoughts' being found again and again in weird places   (strangely in the right order in your path to lead you down the deceptive 'twist' path  - imagine if you got a  Audio Diary about Fontaine being a sociopath at the start of BS1 how it might have made it a better psychodrama  as you listened to his lies KNOWING they were lies...)

For the MMORPG, with its massive use of 'Player Created Assets', it is actually simpler to use more 'documment'  form clues/story-details rather than producing 'Voice Talent Assets' for everything.

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Cohen and Orphans, Orphans and Cohen ...

Doing_Well_by_Doing_Good

BaS.  The Little Sisters orphanages were integral to the operation of Fontaine Futuristics which WASNT shut  down (remember Ryan 'took over'/'SEIZED' the company).  So how does this work now IF Ryan 'Took over' /  'Seized' Fontaine Futuristics, but it had no source of ADAM any longer ?  "Yes, lets throw all the  SeaSlug-infested children onto the streets - what a perfect PR coup that will be !!!"

"Protectors' to the rescue?  But useless without the children (so I guess they really werent thrown out onto  the streets like they said in BaS ????)

Cohen who very much liked his ADAM cocktails ( or 'secret sauce' as he called it), might realize that he now  could get ahold of these allegedly 'closed down' orphanages and run his own ADAM 'farm'.  (Wasn't Ryan always  telling him to 'Cut out the Middleman' ???)   Again this is something all supposedly done in about 3 months  time (Fontaine's death to New Years).  Not clear on the details -  if Sander Cohen was pimping them out, or he  sold them on to ADAM bootleggers, or other nefarious actions.  (after the first few, turning them into  Plasterpiece statues 'just got old' ....)

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"Smarter than Einstein, Stronger than Hercules ..." :

Gatherers Gardens didn't contain stockpiles of ADAM, they processed it into Plasmids and Tonics (they supplied  the genetic modification pattern components) for their customers.  People wanting an ADAM product made would  have to supply the ADAM used.  Therefore, there was no reason for them to be broken into (You KNOW that  Splicers WOULD chew through metal for as long as it would take to get at that tasty ADAM they craved).  The GG  machines also apparently had no Coinslot for payment either (which could be rectified for the MMORPG).  Perhaps  when Ryan was deploying his 'Pheromone' enhances Plasmid/Tonics, he didn't want to discourage Splicers by  charging them money (after that not sure who then maintained the machines - why would Sofia Lamb want to give  any of her slaves the ability to Plasmid-Up and then come fry her, if they had two braincells still left  working ??). 

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Its all Glowey !!! :

First time (in the MMORPG) you have to spot the widget yourself (pick it out of the scenery, like those old old  computer games).  Later the 'cueing' starts being visible to eliminate the tedium factor (your lackeys even  start retrieving things for you...).

This "finding" is helped also by having things (in the game) visually look the way they are supposed to look  (sufficient graphics quality and Asset detail - which IS possible these days - look at the improved quality of  the BaS assets over those in BS1/BS2).

So many things might be useful to a Player that selectable filters could be in the interface optimized with  'modes' of what type of things are being looked for, like :  Splicer evidence, loot goodies, Mission related  details, tools/materials for a particular task, items 'of interest'...  Such filters should be able to be  disabled for the 'purists' and possibly off unless activated (dont want glowy crap all over the place  constantly to ruin the aesthetics)

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Benjamin and Squiggly :

At one time a Ventriloquist and his Seaslug puppet were the most popular entertainers in Rapture, which Sander  Cohen became jealous of, resulting in their mysterious end in a vat of plaster (the effect was quite 'pleasing'  which gave Cohen an idea for further "art"...  (His "TV covered in Lime-colored Plaster" was one of his earlier  acclaimed works (by some) representing a commentary upon that relatively new media).

At least (while it lasted) it wasn't as lame as a Ventriloquist act being the subject of a Radio show.

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How many Tons of Soil Do You Think They Imported from the Surface ? :

Soil/Dirt used/needed in some Farms to grow food (versus hydroponics), and some as production materials and for  decorative environments (like Arcadia), and potted plants, etc...   How much decorative rock was imported  (which was different looking from the plain igneous rocks immediately around the volcano where Rapture was  located).

Later 'Self-Sufficientcy' projects would need to get additional material from the Sea like Kelp.   Figure that  all the newsprint probably is not all made from wood (?) and the fibers used are extracted from the Kelp, and  the material is used for other things with the leavings becoming Mulch/Fertilizer.   Garbage recycling would be  more common than in the 50s 60s Surface because of the greater cost of new materials.

Like Sinclair Metals, recycling sounds like a business opportunity for some entrepreneurs.  Same for  'fertilizer' production -- MacGyver Mulch  or Fred's Fine Fertilizer  or Krupp's Kelp Farm  or Nevilles  Newsprint  or Greeble's Good Garbage Recycling, Inc.

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Protector Trials - Misnamed :

This isnt test trials, its actions are part of a plot by Tenenbaum (for game purposes its labeled that because  of all the scenarios they had to offer) .

After Tenenbaum discovers Sofia's plot for the 'Rebirth' of Rapture, Tenenbaum returns somehow (via the Sub  Jack excaped in, or got ahold of, whichever ending it was), and manages to take one or more Alpha Series out of  hibernation and uses (??? reprograms)  them to work to steal as much ADAM as possible - for her work, and to  deny it to Sofia Lamb.  After the Alpha assists the Little Sisters in gathering ADAM, Tenenbaum has him bring  the LS to her so she can "Rescue" them.   Eventually, the Alpha Model becomes incapacitated, so Tenenbaum  continues the work on her own.  

Why is the little Sister there by itself and not acting normal (for a Little Sister)? - or does the (Player)  Alpha (not shown happening) call each one ?

Why not Tenenbaum herself just Rescue them directly/immediately, thus cutting off any ADAM recovery that LS  could do (and not imperiling the LS), or even simply torch the ADAM containing corpse and destroy it,  eliminateing that source (or do both seperately).   Thats possibly safer, with Tenenbaum not wandering the  halls to potentially be attacked by Splicers.   But then she could have an Alpha "The Undertaker" doing that  instead of her in that case.

Heh - Why doesnt Tenenbaum put on a LS type dress, wear glasses with glowiness in the lenses, talk in a cutesy  voice and take command of a BD directly (Lets go this way Mr Bubbles..." ) and go around picking fights on  unlucky lone Splicers ??  (Sounds like am idea for a humorous Flashback Mini-Game for the MMORPG)

Or Tenenbaum could lead the Big Daddy away, and do whatever she did to Jack or the Alpha 'Delta' to deprogram  them, and repeat until she had an army of BD ?    Possibly most BDs can only be half deprogrammed, and are  unstable (depending on what they were BEFORE they became Big Daddies).   Delta and Jack were special cases.

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This all would make a storyline which the MMORPG could fill in, with details and clues thrown about and with  some Flashback scenes to play thru.   Tenenbaum obviously was able to get ahold of resources and may have had  others assisting her (Sinclair for example, or if the rumors that Ryan might still be alive or a Faction with  interest in trying to thwart Lamb.)

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Vending BS :

Funny (Idiocy) -- When You See 'Vending Machines' in Columbia Take as Much as $4000 in payment (when a nickel  bought you a Coca Cola in REAL 1912, and a quarter dinner) :

Bad enough in Infinite BS that they had Manic Magpie loot of bullion and jewelry (and stranger things) automatically changed into money the Player accumulated.  Columbia - Its a place so rich they just threw money away into the trash containers all the time.

Rapture - Machines taking currency bills instead of coins - look how long the Real World took to get mechanisms  like that working.  It is possible Rapture's technologists could have come up with it, but the expense of  retrofitting so many machines would likely have only the most important/newer machines having this feature (as in our world change-making machines would exist).

Higher denomination coins could fill in a little of the shortcomings (America had Gold Half-Eagle($5),  Eagle($10)  and Double Eagle($20) coins before 1934)    So Rapture can have them, too.

I doubt Fink had time to steal Bill Slot technology (or to allegedly just 'see' it and then make it work, and then manufacture it -- I laugh in derision when I think of people thinking this could somehow work for anything more complicated than a paperclip).

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Clown Splicers Were Started in Protest to Ryan's One Law of "NO CLOWNS!" :

Ryan actually said "NO SMUGGLERS", but Splicers are mental...

Heavy makeup and billowing oversized clothing and HUGE shoes - perfect for covering up the disfigurements  wrought by Fontaine's Poison.   Face paint and Red noses and puff balls (heck, Sander Cohen was halfway  there)..

What Plasmid power, Weapons for them ??
- Seltzer bottle full of Acid (or brain eating fungus spores!!!)
- Bucket of Glitter to dowse opponents with (watch out its powdered magnesium !!)
- Honky Horn of Death - stuns opponents as it plays the infamous South Park Brown Note...
- Miniature Car (Bathysphere?) full of clownly thugs (Boss prop)
- Sad Faced Clowns - just covers up their Sociopathic Rage
- Did Fontaine set up a 'Clown College' as one of his charities (another one of his 'digs' at Ryan...)??
- Boozo the Clown (not Bozo - thats a copyright infringement) in a Sinclair Spirits advertisement set the pattern for the Clown Faction 'colors'.
- Happy face, (hiding a long knife or big club).

There is always something Sinister about Clowns... (even Dr Who thought so)

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"We Suck mutagenic slime out of the dead, while you wait..."  :

TV Advertisement for your local Little Sister Fortress (place you take bodies instead of having children  vampires walking the dangerous streets - that can be seen thru a Tear to an alternate (smarter) dimension.)

We Give Trading Stamps....

Big Daddies would then be made up in Undertaker outfits with old style tophats.  They still are needed to keep  order and as security, and to keep Splicers from hijacking each others corpses.

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Prentis Mill ... Once I Built a Railroad, Now its Done... :

If he lived in Paupers Drop ( ? Sinclair Deluxe -- before it got rundown by 'the Family's' running the place  and their years of neglect) he still would have been the richest person there.    I might even question if he  really was 'poor', as the loans of his cash reserves were unlikley to be unsecured (he would hold mortgages and  such that could be sold later after that 'recession' was over - that was around 1952-1953).

It may have been more of HIS Atlantic Express passenger system being side-stepped/obsoleted by the more  flexible consolidated Metro Trolley system, and to a much less extent by the Bathyspheres (which most people  couldn't afford to use on a daily basis).   The AE line we use in BS2 (named "The Short Line" in the MMORPG)  was still there many years later (possibly not 'dcomissioned' and left operating so he could 'play trains' with  that minor branch line), but his Great Project was basically gone (even though the AE system still would  operate for Freight - similar to the way American Railroads ditched their passenger business as unprofitable  around that same time period - the passenger business done in by Highways and Airlines).

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Return of ... :

Daniel Wales - The Pink Pearl gets flooded by Sofia (just to show Delta how ruthless/uncaring she is). Even if  Delta didnt kill him, Daniel Wales would still die ...   OR would he ???   Did Wales, if he decided to leave,  have a way out of that building complex -- viaduct passages to nearby buildings, sewer, hidden sub, even a  diving suit (and the BD Tonic to use them, etc..) ?   Or did he ride it out like the Captain of the Titanic as  his brothel flooded around him ?

What part did Daniel Wales play in Lamb's little kingdom?  Was he left alone because Sofia wantesd to keep  'Father' Wales with her (he was potential threat that could turn his 'churchgoers' against her?  And his  brother might be a surety for his 'loyalty')?   Daniel Wales didn't seem to be a 'boss' of more than that  building, though Sofia probably needed a number of upper tier minions to keep all the others 'in-line'.   His  occupation may have served as a distraction for the people under Sofia Lamb's control, while she was working  out how to turn them all into Borg.

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City Mission - Burning Corpses :

With New Raptures Citizens being Ex-Splicers and losing alot of their Splicer self-regenerating capabilities,  Sanitation is a Priority for the New City.   Citizens are directed to institute proper disposal of corpses and  general elimination of accumulated garbage and sewage and other hazards.  Elimination of habitats for Vermin,  and pest control are likewise required. 

Corpse Bins have been placed in convenient locations within City Territory, and wheel barrows are available for  rental by-the-day (with deposit).   Little Sister Fortress processing center is open 24/7.   Handling such  material is hazardous (rubber gloves double for handling electrical hazards).

Identification of corpses is preferred when possible (collecting what remains of their effects, for the City  'records'), as is potential ADAM recovery (City gives Bounty).  Hauling 'the deceased' away for eventual  'burial at sea' disposal is recommended (a corpse can leave a mighty lasting stink in such a closed  environment), but if not possible, incineration is to be employed.  

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Addiction to ADAM :

There probably were other substances more addictive than ADAM, or did a better job giving a similar 'drug'   effect or were cheaper or had fewer side-effects (so except for as a 'fad' would people use ADAM to get  'high'?).  Fontaine may have stopped smuggling those other drugs in to cut the competition for his ADAM  Plasmids (giving incentive to other smugglers to bring drugs in) and Tonics (unless they made him more money  and the two didnt compete).  It is possible that Fontaine may have had any ADAM 'rush' effect accentuated to  improve ADAM sales for those customers using ADAM for that reason.

It is still quite contrived that the major side-effects were not seen in a significant way UNTIL half the city  was crazy/addicted (well we can't have Ryan be given a valid reason to shut it all down before the rest of the  contrived plot played out to make the Failtopia happen ...)

Just like alot of drugs, normal people simply wouldn't use them (MANY would hear of the bad side effects) so  the usage levels probably did not become extreme until the Civil War started (which is when there were  shortages which would probably curtail how many people could get it then).

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Tenenbaum's ADAM Declarations - Wrong or Poor Wording (Her Bad English) ? :

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I dont know who wrote Tenenbaum saying that word 'remembers' ?? (maybe reflects her not-so-great english word  selection/mistranslations) but 'ADAM remembering' isnt right.  The situation should be more that ADAM has  caused changes to be overlaid over a person's original DNA (nullifying/suppressing some of the original DNA  affects to allow modifying the body tissues/structures from the original pattern OR locally changing the  tissues genetics).  The body 'remembers' because the ADAM changes DIDNT wipe them out from the body's cell DNA.   So what she is talking about (The Cure) is removing/disabling that genetic overlay so that a person's original  DNA (still there in all the cells, NOT 'remembered' by ADAM) can reassert itself to return them to normalcy. 

It would be logical that ADAM mechanisms, when they start to malfunction/degrade, dont have enough 'working'  ADAM effects to maintain that genetic 'overlay'-- hence requiring additional/continuous applications of 'ADAM'  (possibly with larger amounts needed over time to maintain its effect, as some kind of immunity happens).   Without this 'maintenance' ADAM, the effect is to have conflicting/partial DNA operating, interfering with  Plasmid/Tonic effects, causing disruptions/imbalances of other body functions and tissues (causing tumors and  other abberations).  

A similar poor wording was Tenenbaum's 'predatory' - refering to ADAM, when it is not really a case of  automatically requiring "more ADAM", but maintaining a sufficient amount to allow all the Plasmid's genetic  patterns to fully operate.  Otherwise it falls into disorder (conflicts and/or malfunctions -- think of taking  a big cutoff saw and cutting out a section of a car engine and then seeing what happens to the car when you try  to run it)..  And the ADAM lasts a shorter time or more is needed (we only have single unit doses in the game)  to clear/overcome that disorder.  

People who used MORE Plasmids/Tonics (and more complex/severe ones like Combat Plasmids) , besides needing more  'maintenance' ADAM, have more changes/modifications to their bodies, and thus more to go wrong/be disrupted  when their ADAM supply is interfered with.   Conflicting Plasmids happen in various combinations and they cause  more to go wrong faster.

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One part of the 'Cure' is to get out all of that conflicting DNA/RNA (the real 'plasmids'), leaving only the  original DNA, and preferably having some sufficient quantity of Stem Cells available (something that ADAM  stimulates) to facilitate repairs to all the damage (now using ONLY the original DNA, which is stable, as the  pattern).   This could be a manually controlled complex process (not just an injection like the ADAM products  were simplified into for game play reasons).

Simply letting the body clean out the ADAM by itself doesnt seem to work (or is too slow) when there was  sufficient changes to the person. Eample - Bookers 'lighter in his fingers' might only have localized  effects/degradation, he might start showing only minor effects if he got low on his ADAM boosters. That versus  other more complex/extensive things like Combat Plasmids, which required massive changes to support the  abilities given the person.  Those would leave more disruption and damage when the user didnt get their regular  ADAM supply.

A Comment about the Cure 'mentally' restoring someone : Memories are NOT stored in DNA/RNA, but in fine brain  interconnection structure which is all post-genetic.  So if someone has got brain damage as an ADAM sideeffect,  their damaged brain tissues might be 'restored', but NOT the imprinted patterns those would be lost with that  previously damaged tissue.  That loss can include control of muscle actions and sensory interpretation  functions of the brain (something which could fit right in with a skill/ability development ramp system for  Game Character development).   This would mean that some Cure cases would require substantial rehabilitation.

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Big Revelations - Ryans Big 'Fix' (for Rapture) :

Alone_at_Last  Ryan is thinking of 'after' ...    Of course, Ryan being dead (in the Solo games), he couldnt later do any of these things :

Many things in the game are made to look like Ryan is the evil arch-capitalist, just exploiting his creation -  like he keeps selling ADAM to everyone (just to make a profit?), though it is when people in his City are  already addicted, and many will go crazy without it.    Keeping the Citizens addicted to that debilitating  poison was THE LAST THING he wanted to do (ADAM could only cause disorder and lead to the ruin of the  economy/society).  Thus it is illogical for him to want to continue with that because it would end his dream of   advancement/achievement in his parasite-free world.   Funny how the ADAM poisoning was NOT really shown to be  a problem for so long (minor mention but no 'big deal' made in the press as or continued mention in the Audio  Diaries) -- that is until Ryan became in charge of the ADAM ... very convenient for the plot to attampt to  portray Ryan as 'bad'.

- First, to get rid of the Atlas threat.  Controlling the ADAM removes the overpowering destructiveness that  the enemy Splicers are capable of (allowing ending use of ADAM for his forces which had been done in the just  to get parity), thus allowing conventional security methods to be used (no more fighting/battles).   Once Atlas  was gone then things could begin to recover and move forward unimpeded.

- Ryans city takeover of Fontaine Futuristics (to get more knowhow/resources ontop of his Ryan Industry Labs).   It was incredibly stupid for McDonagh to want to hand that operation to 'Fontaines Boys' (dangerous criminals  ?  what was he thinking ?), but then this was just one of many dim actions the Writers had him do to facilitate  their strawman 'evil' Ryan 'plotline'.

- Gatherers Garden machines to facilitate applying 'fixed' ADAM products to all users (particularly Splicers  on Atlas's side).  This would be the avenue to disperse the Pheromone Control Mods (genetic adjustments to make  Splicers react to the Pheromone control agents and make them somewhat controllable).  How early did Suchong  suggest using this as a weapon against Atlas's Splicers??  The GG machines may have been planned for that  (if  not also to get ADAM in a regulated way to the populace, who demanded they be able to defend themselves against  Atlas's terrorists).

- Little Sister 'Gatherers' (and the Big Daddies to protect them) were supposed to expedite ADAM recovery for  use in the war effort (also a more distasteful idea : to get the ADAM out of the bodies BEFORE desperate  Splicers started 'recovering' it from the bodies themselves).    I place THIS BD+LS 'Protector+Gatherer'  solution well after the Kashmir Incident (And Suchong being alive well after the time he allegedly dies in the  broken-canon of the BaS storyline) -- no point in Protectors protecting Gatherers who dont yet have masses of  corpses to gather from -- THAT happens AFTER the Civil War really gets going -- And EVEN THEN it takes a while  to decide to start a project to modify the City's Maintenance Cyborg 'Workers' and THEN to develop the Bond  stuff (even BS2 was jumping-the-gun with Eleanor and Delta out 'Gathering' supposedly the night of the Kashmir  Incident).   Such a project is NOT like assembling a set of clothing apparel off the shelf - it is a major  undertaking to develop the symbiotic pairing 'in-the-lab' and behavioral training to find and drink the blood  from dead people.  Its then even an bigger to build the full production process and all its infrastructure.   (showing it be done rediculously fast was one of the shortcomings of the BaS plotlines).

- Ryan would want to try to make improvements in the Plasmids/Tonics to alleviate many of the side effects in  the interim before the Cure was ready, to stabilize the population and components to stabilize damage already  done to Splicers.   It is likely many of Ryan's Security personnel were NOT Spliced (he didnt need MORE  unconrollable crazies), but had been trained with the advanced weapons (chemical throwers, smart munitions,  traps, etc...).

- Eventual elimination of ADAM use -OR- if possible, maybe even eventually making it 'safe' instead of a  poison  (Ryan could see the potential in it as long as HE "offered a better product".)

- The Vita-Chambers (as a easily available therapy - those things were already everywhere) might be part of  the stabalization/human repairs, and possibly the eventual mechanism for the 'Cure', or at minimum a 'safe'  replacement/substitute for the ADAM Addiction.   Tenenbaum apparently was 'out of the picture' for assistance  with a Cure, so Ryan had to pursue other alternatives.

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Tattoos - Why Not ? :

Other games have them. They are a fairly basic add-on feature to Player's Avatars
They dont come off easy once put on at one of New Raptures 'Tattoo Parlours'.
A good variation detail for Splicer's  (fun effects ontop of tumors ?)
Another Template for Player Created Assets.

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Another Idea - Old Plasmid/Tonics which have Gone Bad :

MMORPG Players may be finding these things which may have lain around for more than 10 years.
The source of the ADAM product may affect its life-span - with some ADAM-Bootlegger's using crude processes,  turning out items of dubious/inconsistant quality/toxicity (possibly made with great potential for fast  degredation from that time point).

Better manufacturers had some extra additive substances used to stabilize their product for longer shelf-life.  Plasmids which were made to be used immediately - like those that Fontaine and Ryan had their forces using,  those would not need such preservatives.

People in Rapture likely continued to make their own ADAM products post Lamb (they probably did from the  start), and the quality would vary significantly.

There also may be some degredation caused by HOW the items were kept - extreme heat and even freezing can  damage the molecules which make up their content).

Degredation affect also varies with how complex the products effect was supposed to be, with simpler types more  likely to remain potent (or partially) than Plasmids which made massive body changes (like most of the Combat  Plasmids did).

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Thats another idea for one of Old Rapture's mundane "Tonics" - Tattoo Remover  (maybe Players can find some  laying around out in the wreckage  ?)   There could be hundreds of different additional Tonics and Plasmids  (some with interesting/mystifying names) but being 'old' they dont work anymore (so the game doesn't have to  add all the complex game mechanics to make them work - just a bottle, maybe a weird glkowey effect, and a funny  name).  

The City probably would have a Bounty offered for such things (in whatever shape they might be) as a source of  potentially useful genetic modification (the Cure has to deal with all kinds of damage, and the more known  about such methods could be useful). 

Yet another 'Template' type for the MMORPG -- NEW (active) Plasmid/Tonic - which because of their game impact,  complexity and possible use by NPCs would have to be thoroughly 'canon-ized'/reviewed/designed/tested  before  being added to the game.

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No Need for 'Cosmetic' Items :

Other games have with wearable clothing/accessories which are visible but different from the the 'gear'-like  equipment the Player accumulates/is awarded, which implement the bulk of their attributes bonuses and ability  modifying stats.

In this MMORPG you will look like what you wear.  With the Fabrication system allowing you to customize the  actual worn items more,  the material/mechanism have inherent 'ordinary' attributes ( without some magical  'Boots that make you load your gun faster' or 'Hats that dispense money' type feebleness).   Mods like  decoration cutomizations would be available (with more Created endlessly by Players), and possibly be applied  in a general way  (to maximize their game reuse).

Clothing and equipment will NOT impart significant 'buffs' or attributes, more than is logical for a real item  (armor item will protect you in appropriate ways, but you wont on-wearing-it suddenly be stronger...)

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To facilitate clothes-changing for different repeated occasions (visiting City Hall, going to clean sewers,  going out to adventure in the Ruins, to work in your workshop, going to the local tavern, etc...)  Outfit Mode  Sets (need to think of a better name?) would allow setting the clothing/equipment selections to be  switched-between (when desired) at your 'Team' base (or in a limited way out of some suitcase you take with you  -- subject to container content limits).    Sets of equipment for different tasks would be part of this system  which also is used by your Team NPCs.

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WARNING - YES, This whole Wiki is a 'Thought Experiment', and YOU are the Test Subjects !!!!! (So are you Alive or Dead as per this whole Concept ???)


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*WARNING* - This MMORPG contains blood and gore, intense violence, mild sexual themes, strong language and use of alcohol and tobacco.


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*WARNING* - Fanbois May Find The Content of This Wiki Confusing and Distressingly Contradictory to Their Mindsets, Head Explosions May Result


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