07-13-2024, 09:09 PM
I think genetech balance is all over the place.
Passive good mutations only start turning into bad ones when below 41 stability, so you can be an absolute passive monster with the right combination of genes. This is also what happens most often from my experience -- I don't see genetechs running around with optic energizer, most of the time, its a juiced up hulk. In addition to this, a lot of passive mutations are really good with just their base effect, such as the mentioned Anaerobic Metabolism. There is almost zero reason to empower it realistically.
Negative mutations are also in disparity -- While the downsides of some are light (blindness and deaf, which can be fixed with equipment and other mutations), others are EXTREMELY bad, especially in combat use. Motor Neuron straight fucks you up with random stuns and damage. Narcolespy does the same, save for said damage. Stupefication as well. And the worst part is that the previously mentioned "light" bad mutations give WAY MORE OR THE SAME AMOUNT OF STABILITY AS THE HORRIBLE ONES! And the horrible ones are on the same level as the pre-nerf Trippy trait, where sometimes, you get unlucky several times in a short moment and you just get utterly obliterated.
Power mutations aren't much better. You are pretty much required to offset them so that you don't obliterate yourself on failure with bad mutations. Adrenaline rush? Superoverdose! Jumpy? Stunned for 7 seconds! Healing touch? Put yourself into crit INSTANTLY! Even having a 5% chance for these downsides is horrible. Having the chance start at a lower stability than 100 would be much preferable. And considering a lot of powers are weak or unusable without their empowered effect, that really puts it into perspective. On the flip side though, some of these, such as jumpy, clearly need to be nerfed with a longer cooldown or less distance, or a completely different effect (such as being able to jump over tables). There also need to be more synchronized effects, as it was created specifically for powers, and yet only 6 have any synergy.
As for crew interaction: Just make 33/66 rarity genes more common in them, or just make a list of otherwise common, trashy genes that only monkeys/NPCs can get. Makes a bigger incentive for going out and getting scans, and also makes them more worthwhile instead of getting 4 speech mutations, 3 bad mutations, glowy and apocrine.
IMO: Some good genes need to be nerfed, some bad genes need to be buffed (to have not as bad effects) and power genes need a lot of work.
Passive good mutations only start turning into bad ones when below 41 stability, so you can be an absolute passive monster with the right combination of genes. This is also what happens most often from my experience -- I don't see genetechs running around with optic energizer, most of the time, its a juiced up hulk. In addition to this, a lot of passive mutations are really good with just their base effect, such as the mentioned Anaerobic Metabolism. There is almost zero reason to empower it realistically.
Negative mutations are also in disparity -- While the downsides of some are light (blindness and deaf, which can be fixed with equipment and other mutations), others are EXTREMELY bad, especially in combat use. Motor Neuron straight fucks you up with random stuns and damage. Narcolespy does the same, save for said damage. Stupefication as well. And the worst part is that the previously mentioned "light" bad mutations give WAY MORE OR THE SAME AMOUNT OF STABILITY AS THE HORRIBLE ONES! And the horrible ones are on the same level as the pre-nerf Trippy trait, where sometimes, you get unlucky several times in a short moment and you just get utterly obliterated.
Power mutations aren't much better. You are pretty much required to offset them so that you don't obliterate yourself on failure with bad mutations. Adrenaline rush? Superoverdose! Jumpy? Stunned for 7 seconds! Healing touch? Put yourself into crit INSTANTLY! Even having a 5% chance for these downsides is horrible. Having the chance start at a lower stability than 100 would be much preferable. And considering a lot of powers are weak or unusable without their empowered effect, that really puts it into perspective. On the flip side though, some of these, such as jumpy, clearly need to be nerfed with a longer cooldown or less distance, or a completely different effect (such as being able to jump over tables). There also need to be more synchronized effects, as it was created specifically for powers, and yet only 6 have any synergy.
As for crew interaction: Just make 33/66 rarity genes more common in them, or just make a list of otherwise common, trashy genes that only monkeys/NPCs can get. Makes a bigger incentive for going out and getting scans, and also makes them more worthwhile instead of getting 4 speech mutations, 3 bad mutations, glowy and apocrine.
IMO: Some good genes need to be nerfed, some bad genes need to be buffed (to have not as bad effects) and power genes need a lot of work.