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Een vertaalprobleem melden
Dead revival - probably only works on fresh bodies, scrambles memories between the two and skills?
Skill gain - probably more scrambling, could end up being better or worse than either.
Lifeforce powered weapons - good idea, but you might want to look into on-hit effects...
Condition curing - maybe make some form of medicine based on purity (type of extraction), then cure directly?
That's just my ideas, though, I don't know how much they'll align with yours, or how well I've written them.
As of right now, syringes are not reusable, but they are also quite cheap - 12 steel and 1 uranium.
All human-likes have the same lifeforce, but it is an interesting idea to differentiate it. I might do something like that in the future.
Yes, I’m already working on something like that
* Are syringes reusable? If not - then there is also a crafting cost once per 10 days for powering the lifeforce generator.
* Is there any difference in lifeforce from sanguofages or different xenotypes (possibly based on genetic complexity)?
* Will there be a way (different research?) to extract lifeforce nonlethally? Perhaps with long cooldown, like 20 days (to prevent sustaining generator on a single person) and second extraction while on cooldown - kills (like second xenogerm absorption from sanguophage)?
* Curing conditions, maybe even the ones that would normally be incurable
* Gaining abilities of the harvested person (although I might need to check if someone hasn't done that already)
* Lifeforce powered weapons
* Maybe bringing back the dead?
* Accelerating a child's growth
So those are the main things I considered, we'll see if I actually get to working on them :-D
Life energy could be a universal medicine that can cure diseases or even regrow limbs and organs.
Well, or even permanent improvement of the colonists. Inject yourself with life force and become much stronger even without prosthetics.
Sorry for the crooked English, I wrote through Google translator. 😉