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Make genetic instability scale according to the mutations
#1
OK. We get it. People hate Genetics. There were a bunch of shitty geneticists who didn't do their job. I get that.

But some of these measures just seem more severe than strictly necessary. Getting rid of the portagenes? Fine, there's good reason for that. Shrink the office? Maybe a little bit more than necessary but fine, that was a good idea too. But this genetic instability thing has some consequences that I'm not sure were fully intended.

As it was relayed to me (since I don't see anything about it on the changelog), if you get more than around 5-6 mutations, you start deteriorating and eventually turn into a meat cube.

I get what the intention was. You're trying to prevent the assholes who want to be regenerating TK Hulks with Xray and laser eyes and can resist every kind of damage. That's good. Great even! Those kinds of guys are shitty!

But the problem is that this also applies to negative mutations and cosmetic mutations. So while power gamer up there gets meat cubed, so too do people who want to be shiny skeletons with horns who want to be able to scream REALLY LOUD in Funky Swedish while snapping crystal fingers. Same for people who get injected with a mutagen, as if that wasn't enough of a death sentence already, they'll end up gibbing into a meat cube before they can figure out what's going on.

What I would suggest is that certain mutations have a fixed "instability" rating. TK, hulk, etc, they all have really high ratings, while cosmetic stuff is lower, preferably negligible, but I doubt anyone will agree to that in this current atmosphere.

Additionally, a way to actually check your own genetic stability (without needing to be in the dna modder) would be nice, maybe with a genetics PDA or a health scanner mod or something.

I don't think the whole stability thing's a bad idea, I just want to be able to be a really fancy skeleton. frown
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