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Based on https://captainplanet.fandom.com/wiki/Captain_Planet#Powers_and_Abilities, here’s an idea (I have no idea if this is actually practical given how factorio modding works but I figure it might be):
spoiler
Captain Planet randomly spawns somewhere on the map (Nauvis only, considering the Earth Link vulnerability) with a probability that increases with pollution level, and starts heading towards the pollution as per normal enemy AI. The player is alerted to this by the theme song playing, which gets louder the closer Captain Planet gets to your position. When Captain Planet is defeated, a timer is set during which he can’t spawn again.
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Superhuman Strength: Captain Planet is a reskinned Stomper, doing high damage to nearby buildings and players as he moves and is able to bypass most obstacles. The sprite is animated to look like it’s flying, which could probably work well with the way Stompers move around.
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Invulnerability: High hp and high resistance to all damage types except poison or explosive damage that came from an Atomic bomb (Vulnerability to Pollution)
On regular intervals while in combat, Captain planet uses a random special ability and plays a voice line related to that ability somehow. Out of combat, only the abilities that are not directly combat related are used, like the ones that create tiles, teleport or speed boost.
Abilities:
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Weather Manipulation: A Lightning storm forms.
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Telepathy/empathize with animals: All nearby Biters home in on his position.
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Plant Manipulation: Trees have a high chance to be spawned in unclaimed tiles Captain Planet passes over for the duration of the effect (effect durations may be longer than the interval of special ability use, so multiple effects can be going at once). Sounds like just a cosmetic thing but it should actually be pretty dangerous in the part of the game before you get the jetpack, since getting stuck running into trees and other obstacles can often get you killed. Also an annoyance to clean up after the fight is over.
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Water Manipulation: Same as plant manipulation, but with water tiles.
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Earth Manipulation: Same as plant manipulation, but with cliff tiles and rocks.
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Air Manipulation: Reskinned Demolisher smoke cloud attack.
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Fire Manipulation: Captain Planet gets a Flamethrower for the duration of the effect.
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Electromagnetism Manipulation: Captain Planet gets an Energy Shield which recharges and around doubles his effective health, which lasts until he dies
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Electricity Manipulation: Captain planet gets a Tesla gun for the duration of the effect
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Energy Blasts: Captain planet gets a rocket launcher with explosive rockets for the duration of the effect, except with a reskinned animation, new sound effects, and the damage type changed to Laser
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Rainbow Generation: Captain planet summons invisible Tanks with infinite hp and way more inertia and collision damage, which drive in an arc until running into an obstacle a tank can’t destroy or until making a 180 degree turn, at which point they disappear. The tanks draw transparent rainbows behind them. The tanks also have different sound effects for movement and collision. Alternately these could be Demolishers instead, I’m not sure which would work better.
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Ice Manipulation: Aquilo’s Freezing effect is applied to Nauvis for the duration of the effect.
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Light Teleportation: Captain Planet teleports to a random location within a radius, but weighted somehow to take him closer to pollution
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Ecology: Captain Planet monologues at you, this has no effect other than playing flavor audio, which like the theme song increases in volume based on the player’s distance from Captain Planet
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Aviation: Captain Planet triples in speed for the duration of the effect, maybe with a different animation
Basically the idea is, Captain Planet does a whole lot of random bullshit, some of which is only indirectly combat related, is extremely annoying to deal with and is very dangerous to your factory, which he approaches very quickly due to his movement based abilities being among the few that are used outside of combat. Before lategame there is no way for static defenses to deal with stuff like the freezing effect, so there would be a strong incentive to try to detect where he’s coming from early and go fight him away from your factory, if you can even win that fight. If this is too unforgiving, maybe there could be a timed despawn, or the timer decreases the more of your stuff he destroys, so this isn’t a situation where meticulous savescumming becomes the only realistic option for dealing with it, you can instead accept the losses and rebuild.
Please excuse the formatting, I swear AI had no part in writing this
What I’m hearing is, 1 stack of poison capsules for him, just like any other enemy ☠️
It seems more lore accurate if that’s a good strategy, but this could be balanced by increasing the probability of certain abilities situationally, like teleport
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Step 1, build 5 spaceships and form Voltron.
Also, shoutout to [email protected]
I remember there being a mod for larger biters for version 1 but not sure if it was ported to 2.0
Rampage? Works for 2.0. I also combined that with something that could spawn different levels of biters and rarity on them. It got wild.



