Thread Rating:
  • 3 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[MERGED PR] Mobification and rework of the man-eating plant
#12
Ao the concerns i am mostly reading here are mostly cover the spliceability of the maneaters and the consequences caused by this.

If i read it correctly, there are the following problems with it:
  • Due to plant rng, you run into the risk of throwing away a ton of TC on useless plants and run into the risk to have prepared splices for nothing
  • Splicing can add very high stats very quickly. This would enable to have 12 maneaters with very high stats which are extremly hard to fight against.
  • Splicing van be far superior to the other stat boosting alternatives when it comes to growing

Admittably, we are here at the skill ceiling. Splicing stats into new plants is very advanced (more advanced than splicing chems) and is very often not used because of the difficulties of finding the right seeds. So we are taking about a mechanic i can see only a handfull of botanists will employ to an effect which would make you see extremly tanky, unstunable maneaters.

So if i make any changes that would remove point 1, splicing stats would instantly become the meta for them.

Removing point 3 completely would require me to revert the spliceability, which is a hard no from my side. At best,  all plant mechanics should be tied into botanys systems. That means if a seed or plant exists, it should be manipulated by most of botanies mechanics (splicing/infusion/plantscanner, tray chemistry...)(don't ask me how i think about kudzu seeds...)

This means if i cannot remove spliceability and need to change point 2 and 3, i would need to nerf the spliceability and increase the effect of feeding the maneater meat. And to remove point 1, i need to make the planttype dominant.

For the splicing changes, i an thinking about the following change:
  • All genes of the maneater seed are dominant. 
  • Splicing it once introduces the splice disabler (-100% splice chance) gene to the resulting seed.

This way, you are guaranteed able to splice chem mixes into any maneater, if you want. On the other side, you have a hard time splicing stats in and at most you will only splice in half the stats of the other plant inside.  And chain splices are stopped by the splice disabler gene.

Also, this will require a few changes to the growing process of the maneater:
  • the maneater will require 25% more time to grow.
  • The bonus to stats by feeding corpses get increased to 30 - 40 endurance
  • Blood in the tray now increases potency over time
  • Feeding the maneater slabs if meat is possible even beyond the first stages of the growth process. Each slab of meat add 2 - 4 endurance to the plant
  • The stat changes still happens even if the maneater has left the tray. So a maneater sucessfully eat people or gets fed meat still continues to grow (make sure to use the plant scanner on your maneater mob to check the progress smile ).

These changes are aimed to firstly add more time to take care of the maneater (so you can feed it more meat/people and have more time for tray chemistry to do its magic) and secondly severly increases the stats if you want to actively take care of the maneater.

With these changes, even non-veteran botanists that feed the maneater can reach powerfull plants without splicing shenanigans. And veteran botanists have a harder time gunning for extremly high stats, but can better use the other mechanics to improve their maneater.


Messages In This Thread
RE: [PR] Mobification and rework of the man-eating plant - by Lord_earthfire - 06-16-2023, 11:44 PM

Forum Jump:


Users browsing this thread: 1 Guest(s)