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[Feature] A couple small genetics effects/abilities and one big one.
#2
Haven't looked at the code yet, but the lesser powers do seem fun.

Vestigal(Vestigial?) Ballistics seems absolutely hysterical. And it will be a great application for the new synth-limb auto-staple buff.

Apparate... iirc, teleporter wand artifacts were nerfed because they were OP. On the other hand, 'synchronized Self Biomass Manipulation' is essentially the wizards 'Phase shift' ability. So what is balance really?


Anyway, can you post a compare differences link to your branch and the master-branch?



Edit: looked at some of the code. 'Apparate' looks like it works more like a the teleport spell, set a destionation on 1 cast, teleport to it with the second. Is that correct?
In that case, it has the same possible destinations as a handheld teleporter, which is an average grey-tide power. Very Balanced.
The part where you can grab another person to teleport with you... is AWESOME, but probably also OP?

But also: I don't know how many teleport-code there is, but it might be worth to collate and refactor some of it.
"Nectar Perspiration" only adds stuff to the player, it doesn't interacte with the actual bees on the station (like Heisenbee). That makes it slimmer, but I'd imagine that people would be disappointed they can't herd a flock of them. Perhaps replace every reference to 'bees' with 'hornets', so people know they can't try to milk their swarm o honey.


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RE: [Feature] A couple small genetics effects/abilities and one big one. - by The Grim Sleeper - 02-22-2019, 03:23 AM

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