For those of us that use coder, we now have all the sim types available to us... however we are plaqued... as we cannot control what sim is created...
A solution:
Transform the Sim abilities into a true coder ability... in the same way ability coder or weapon coder works...
ZOMG?! *CENSORED*?! Does that mean?
When you load up Sim you can use your code analysis tool to create sim code up to the highest level you have loaded. So Sim 1.0 at level 4 you can only make level 4 sims... level 50 Sim 5.0 lets you make level 50 sims...
The coding window will let you pick which kind of sim you want to make, Kung Fu, Pistol, SMG, etc.
Now here's the awesome part...
You write the code for the sim, and it goes into your Inventory! Additionally you go through and you code up other sims, 10 SMG, 5 Kung Fu, 2 Pistol... (Obviously these should stack because we have such little Inventory space).
So when you go to fight and you need a sim, just launch the sim code from your inventory, and WHAM! The exact sim you want...
Now you are asking... this would allow everyone to run around with sims, thus "Teh suxor"... Nah good friend... for the Sim code (or item) will require that level of Sim coding loaded to be used. (Just like a SMG would require level 30, and a pair of dual SMG's might require level 45).
Another issue you might be thinking of... "What if I use a sim, but want to put him away for now? Won't destroy sim trash my item?" In this scenario you are willingly disposing of your sim instead of killing it. Destroy could be changed to simply put that sim back in your inventory. However if the sim is "detonated", or killed... you lose it. This makes coders try to keep their sim alive more....
This also puts more usefulness into coder....
1. This can be extended further later to allow for more "Bad a55 sims". To make those sims red frags are needed. These sims could have higher resistances, do more damage, etc.
2. Adds more strategy to using coder, other than just send in the sim.
3. Could be tied in with the data miner tree to find "Super rare" frags to make MUCH stronger sims, bringing attention and use to both trees.
I don't know how the game is designed... but it would seem that this solution should be quick if code re-use can be done on the following:
1. Copying coding categories
2. Copying the level requirement checking of items/weapons, small changes to point to the coder abilities
3. Re-using the existing Sim spawn code and putting it into an item.
4. Re-using all the existing sim create/delete animations
Possible Annoyances for the guy stuck coding this thing... :
1. Sim destruction (adding items back into the inventory... what if it's full?)
2. Setting up the coding requirements for creating sims (Not sure if individual items all have individual codes or not)
3. Adding a "cast" time on the items.
So what do you all think... good... bad... or is Old Z off his rocker again?
A solution:
Transform the Sim abilities into a true coder ability... in the same way ability coder or weapon coder works...
ZOMG?! *CENSORED*?! Does that mean?
When you load up Sim you can use your code analysis tool to create sim code up to the highest level you have loaded. So Sim 1.0 at level 4 you can only make level 4 sims... level 50 Sim 5.0 lets you make level 50 sims...
The coding window will let you pick which kind of sim you want to make, Kung Fu, Pistol, SMG, etc.
Now here's the awesome part...
You write the code for the sim, and it goes into your Inventory! Additionally you go through and you code up other sims, 10 SMG, 5 Kung Fu, 2 Pistol... (Obviously these should stack because we have such little Inventory space).
So when you go to fight and you need a sim, just launch the sim code from your inventory, and WHAM! The exact sim you want...
Now you are asking... this would allow everyone to run around with sims, thus "Teh suxor"... Nah good friend... for the Sim code (or item) will require that level of Sim coding loaded to be used. (Just like a SMG would require level 30, and a pair of dual SMG's might require level 45).
Another issue you might be thinking of... "What if I use a sim, but want to put him away for now? Won't destroy sim trash my item?" In this scenario you are willingly disposing of your sim instead of killing it. Destroy could be changed to simply put that sim back in your inventory. However if the sim is "detonated", or killed... you lose it. This makes coders try to keep their sim alive more....
This also puts more usefulness into coder....
1. This can be extended further later to allow for more "Bad a55 sims". To make those sims red frags are needed. These sims could have higher resistances, do more damage, etc.
2. Adds more strategy to using coder, other than just send in the sim.
3. Could be tied in with the data miner tree to find "Super rare" frags to make MUCH stronger sims, bringing attention and use to both trees.
I don't know how the game is designed... but it would seem that this solution should be quick if code re-use can be done on the following:
1. Copying coding categories
2. Copying the level requirement checking of items/weapons, small changes to point to the coder abilities
3. Re-using the existing Sim spawn code and putting it into an item.
4. Re-using all the existing sim create/delete animations
Possible Annoyances for the guy stuck coding this thing... :
1. Sim destruction (adding items back into the inventory... what if it's full?)
2. Setting up the coding requirements for creating sims (Not sure if individual items all have individual codes or not)
3. Adding a "cast" time on the items.
So what do you all think... good... bad... or is Old Z off his rocker again?

