07-28-2014, 02:56 PM
SL the Pyro Wrote:I did consider doing it like this at first, but I decided that would've been way too overpowered, not to mention completely awful for stealth since everyone would know what was going on if multiple people had mutations two minutes into the round. Infinite injections of any three mutations (or six, if he buys two pens) can easily be either horrendously crippling or absurdly godlike if the user knows what to inject, so I'd like to keep the requirement for DNA Injectors as a bit of a restraining bolt so the traitor has to work for his supercripple/superhuman injector.
...Now, with these things said, there's something I'd like to ask: are the Telecrystal prices for both the Mutator Pen (4) and Radiation Grenades (8) acceptable? I'm wondering of the pen's is too low and if the grenade's is too high.
How would they know, though? Researching a mutation doesn't take too long, and it's not unheard of for geneticists to research mutations on each other, and if you wait like five minutes to do any noticeable mutations, like heat/cold resistance and the like, it should be fairly believable that you simply had those specific genes already and simply had someone unlock them for you. Also, the fact that it's overpowered can be balanced with cooldowns, you could also make it so that you have to have researched and unlocked the gene first, and the telecrystal cost could be increased. However, making them wait for injectors seems a bit harsh, as it takes a long time to research injectors, and even especially so considering that most rounds genetics is constantly plagued by carpet bombings and rampant traitor attacks.
For the prices of the items, I think 4 is fine for your design of the pen, but 8 seems a bit much for the grenades. I'd say 5, but that's only if the radiation it delivers is nuts.