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Discussion about genetics stability change
#2
I know why they do this... but to explain this, we gotta learn the history.
As far as I know atleast.

Genetics used to be 100 yes. The reason for that is the fact, if you wanna be a super mutant, you gotta have bad mutations too aka weaknesses.
But then we got "Empowered, stablizers and such."
So now every good mutation like Rad Resistance, Thermal Resistance and such can have no stability cost or less 5%.
So no one would go unstable. No one was adding bad mutations anymore, cause stablizers came into play.

Then the admins and developers were like... Yea this isn't good. People just get Rad resist and not care.
Genecists don't have to make alot of hard choices. Good mutation? THROW STABLIZER ON IT! Bad mutation? Throw it away.
Only rarely would you use Empowered or Synchronized for certain abillities like Bio-Mass and Energized Optics. (aka lazer eyes)
But taking these were considered "An antagonist"

So they tweaked some of these overused mutations to not give 100% immunity, forcing genecists to use Empowering to make these mutations be what they are.
Heck something like SMES Human made them immune to energy weapoins and elecrtified doors.. so alot of these mutations were changed to "Empowered for 100%"
This of course... caused issues again and genecists became frustrated, so admins decided to give an Extra 25% again to allow Genecists to go crazy again.

So some time later... We learned some things. Negative mutations that get cancel out for positive ones.
Empowered Thermal Resistance, cancels out Thermal Vunerability. So if you hade Empowered Thermal, you can add Thermal Vun to someone to increase their stability for free.
The famous O2 gene that makes you breath in space? Yep any mutations that makes it hard to breath aren't in effect when you have that. Another free points.

So now Genecists can Empower, stabilize and experiment more. Forcing them to find out what bad mutations can be nullified by good ones. Or wich bad mutations can be added to their "Super human genepool"
Even Booster Gene X is now needed to find certain mutations too....

So I guess due to the fact Genecists are finding out certain bad mutations are made null and void by popular strong mutations for stability, the admins lowered it to back to 100 to counteract expirenced Genecists and forcing newer and less expirenced genecists to figure out what's what.
Remember that pretty much an antagonist genecist who knows what they are doing can easily become an one army mutant that is unstoppable and blocks mutadones.
Now imagine that antagonist genecist making this mutation pack for every of his buddies and badabing badaboom... you now got the equivalant of a wizard raid but in mutations. (Though it's unlikely, it's a scenerio)

So with that said... how do I feel? Neutral.
Stability limits are basicly balancing and in my opinion. I am fine with it as now I gotta learn what good mutations cancels out the bad.
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RE: Discussion about genetics stability change - by Kotlol - 12-29-2022, 05:33 AM

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