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Discussion about genetics stability change
#3
My thoughts on the matter are that somebody didn't like how people were mostly using genetics to load up on the same passives every round they were available. My take on the matter is that this is a symptom of the other problem with the current iteration of genetics. As a rule of thumb, how useful a gene is seems to be inversely proportional to how interesting it is. The worst culprit of this are the immunity genes, which allow a prepared spaceman to outright ignore certain hazards. Incredibly useful, but it doesn't exactly make for compelling gameplay. Meanwhile, many of the mutations that grant new capabilities, like Shadow Cloak and Optic Energizer, are more situational in their usage or mostly just gimmicks or just kinda suck.
The consequence of this is that instead of stations where people are running around shooting eye lasers and breathing fire you get ones where they have slightly more stamina and don't need to breathe. While the latter scenario is less interesting, those powers require less effort to use and are applicable to more situations. It also doesn't help that the way stability works as a mechanic affects ability mutations more than it does passive ones.
If you want my opinion, I think a version of genetics that was more focused on active abilities and oddball mutations (like the bee ones) would better serve the game than the one that we currently got. I have a few ideas that I've been brainstorming towards that end, though they aren't really in a presentable state yet.
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RE: Discussion about genetics stability change - by RubberRats - 12-29-2022, 08:29 AM

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