03-11-2015, 01:11 PM
I've posted this suggestion a couple times in recent genetics threads:
Make it so that the more players who have a given mutation, the less stability it costs. It's self balancing against omni-powered geneticists because they literally have to give other members of the crew mutations as well to be able to stack them on themselves without meatcubing. It encourages geneticists to get out and mutate the crew rather than bottle up.
White continuously calculating the number of players with a given mutation might be obnoxious codewise given constant deaths of test subjects, perhaps scale injectors: The first injector used of a given mutation has a 100% stability cost, 2nd 80%, 3rd 60%, all the way to the fourth and all following having 40% cost for that mutation.
Naturally, injectors would need to be much more freely made for this to be workable.
Make it so that the more players who have a given mutation, the less stability it costs. It's self balancing against omni-powered geneticists because they literally have to give other members of the crew mutations as well to be able to stack them on themselves without meatcubing. It encourages geneticists to get out and mutate the crew rather than bottle up.
White continuously calculating the number of players with a given mutation might be obnoxious codewise given constant deaths of test subjects, perhaps scale injectors: The first injector used of a given mutation has a 100% stability cost, 2nd 80%, 3rd 60%, all the way to the fourth and all following having 40% cost for that mutation.
Naturally, injectors would need to be much more freely made for this to be workable.