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Discussion about genetics stability change
#10
I was taking a break to deal with work, and coming back I found this change had occurred. Genetics has always been kind of a boring job, and the change doesn't help.

Main gripes? You sit at a computer, pressing boring buttons all shift. It can just take forever to do anything because finding willing participants is extremely difficult, believe it or not. Most genes are worthless and provide no actual benefit. Genes that give a boost to stability are often debilitating, and most genes are too good. There's 7 different kind of chromosomes and only two of them matter.

So here I am for 70 minutes plonking away on monkeys to get good genes. Monkeys don't give chromosomes that let you do fun things like Empower or Stabilize. If I'm lucky I get a few human volunteers to help bolster my chromosome counts, otherwise I'm stuck with whatever chromosomes researching my own genetic record gives.

As stability drops below 100, Genes start only working to a certain %. 90 stability means the genes work 90% of the time, to what I'm assuming is the server tick before it checks again. Under 40 Stability, genes can start degrading into horrifically worse versions of themselves at a fixed percentage.

Regeneration is -40, and Toxic Resistance is -40 as well. That nice regeneration can now turn into a MUTAGENIC FIELD, and Toxic Resistance into a gene that makes your blood MORE toxic if you're unlucky with the roll. And given how many times the games checks a round, you'll probably trigger it.

It feels like I'm being an antag putting non-stabilized genes in the machine because I know it'll bite me in the ass when someone grabs 10 of them, dies, and accuses me of killing them. Like the chef putting prions in all the kitchen food.
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RE: Discussion about genetics stability change - by Nerkson - 01-16-2023, 01:13 PM

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