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Dwarf and Aquatic Genetics included as Traits for Character Creation
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These two mutations are rarely ever seen outside of Genetics (and in Dwarf's case, the rare miner mutation), and I find it somewhat of a waste. The spritework and coding was all nicely done, and now they're barely used as they're locked behind a job that rarely, if ever, puts them up for sale for the station. My idea is to make both of these genetic mutations traits, with possible stats below. Mutations at their base may need changing to fit with being available all the time.


Dwarf (Uncategorized - 0-1 point):

  - 10% Heat and Cold resistance, as it is currently. (Maybe add a touch of alcohol resistance?)

  - 10% Movement slowdown. (Does not stack with armor movement penalties.)

  - Possible tuning of footsteps to a noticeably lower sound to indicate heftier waddling.

In Conclusion: Dwarf is probably fine to make a trait right off, due to it's low impact already, but the aesthetic choice is nice and adds more permutations to character appearances. Slowdown is more for flavor and humor rather than balance.


Aquatic Genetics [AKA Squidperson] (Species - 1-2 points):

   - No swimming slowdown and water breathing, as it is currently.

   - Damaged by salt, with 0.75 BURN taken for each unit splashed on a Squidperson without protection. Decently common element and trivial to synthesize.

   - Immunity to Kuru from eating monkey and human brains. (Because Illithids are cool and why not?)

   - Possible weakness to stabbing attacks, much like Roachpersons blunt weakness. Soft skin, easy to cut, understandable.

   - Possible innate telepathy? (Might be too strong, but it's worth a shot.)

   - New skin colors other than just purple. (Blue, black, gold, red, etc. Maybe link it to hair/eye color like Saurian Genetics.)

In Conclusion: Aquatic Genetics is a lot more difficult to balance around regular play, as it can be an extremely strong trait on Oshan Laboratory, Manta, or any other aquatic maps. However, it is not much stronger than Anaerobic Respiration, and lack of heat resistance means it only delays the inevitable in the Trench, not to mention how this species would be vastly outweighed by it's weaknesses on ANY other map without water. Concerns around Anaerobic Respiration's balance, how easily it could be gotten with Aquatic Genetics being a common trait, and all the work it would take to avoid, Aquatic Genetics shouldn't be a trait as it is now. But the fish people will have their day!


Finally; This is my proposal, I want dwarves and squidpeople to be more common. Truth be told I will debate at length about it, but ultimately so long as they become traits in the game, the final mechanisms of the traits doesn't matter to me too much. Even just adding them as-is to traits without any changes whatsoever would be cool.
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Dwarf and Aquatic Genetics included as Traits for Character Creation - by Obengrad - 08-31-2022, 08:07 PM

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