03-10-2016, 07:52 AM
Yes, I'm fairly certain there has to be another way and I guess I'm forced to agree that having every tier one at the round start would make things slightly too easy. From what you are writing, I am getting that you wish the pathologist to make a full time commitment to pathology if they wish to traitor through it (or atleast if they wish to release some of the bigger killers) so how about doubling the amount of starting pathology samples? This would increase the chance that you start off with every T1 but it would also mean that you'd have to spend more time going through all the samples to make sure you have everything you need.
Alternative option would be to drop the pathogen sample price from the abandoned satellite from 700 space credits to 100 or so. That way even medical doctors can afford more then three samples and time would be spend actually getting a pod and then flying there. (Myself being a mainly Destiny player, the doubling of samples sounds far better as Destiny already starts off with just 6 samples.) OR give us a somekind of substance/machine which turns into a new pathogen sample completely randomly, basically allow us to create more pathogen samples.
And regarding the reagent dropping system, I am personally more for the "just let us see straight away what the symptom does" but I don't think its too unreasonable to make the players to go the extra mile to actually figure out the reagent. Just don't be too cryptic about it and do your best that the reagents can be gained very easily. So I guess I'm a bit torn here. And microscopic examinations would be handy for a non-traitor too if there was actually a decent amount of helpful symptoms.
I'll try asking around if someone who actually knows how to code would be willing to actually make some of my ideas functional but for now, they're just ideas due to me not having any coding capabilities.
Then for the symptoms themselfs, first of all I guess I would like to see a increase of healing done by Wound Mending, Burn Healing and Cleansing. Currently it feels like the same if you have them in you or not, even with very high advance speed. Drop Detoxication from COMMON to UNCOMMON, its too bad to be a common one. Drop Oxygen Production from VERY RARE to RARE.
Add a new VERY RARE symptom which applies the same effect as genetics "Regeneration" superpower. Meaning that it can heal limbs back and heal anykind of damage.
desc = "The pathogen slowly regenerates damage and missing limbs."
"The pathogens cells are moving and sliding oddly in the petri dish."
Has no fitting chemical that would allow you to "test it" but the unique message should be a good giveaway.
I'm not sure if my next idea is actually a benevolent or maleficent one, I guess it depends on the application and person. The symtom would be RARE and the general idea is that the symptom generates small amounts of mutadone in the victims body from time to time. In theory, this can cure nasty mutations but more then likely this will just ruin any geneticists day completely. Extra irony being involved that on Cogmap2, the geneticist are next door.
desc = "The pathogen generates mutadone in the victims body from time to time."
if (R == "unstable_mutagen")
return "The pathogen quickly reverts any changes done by the mutagen."
"The pathogen seems to produce foul astringent liquid in the petri dish."
Alternative option would be to drop the pathogen sample price from the abandoned satellite from 700 space credits to 100 or so. That way even medical doctors can afford more then three samples and time would be spend actually getting a pod and then flying there. (Myself being a mainly Destiny player, the doubling of samples sounds far better as Destiny already starts off with just 6 samples.) OR give us a somekind of substance/machine which turns into a new pathogen sample completely randomly, basically allow us to create more pathogen samples.
And regarding the reagent dropping system, I am personally more for the "just let us see straight away what the symptom does" but I don't think its too unreasonable to make the players to go the extra mile to actually figure out the reagent. Just don't be too cryptic about it and do your best that the reagents can be gained very easily. So I guess I'm a bit torn here. And microscopic examinations would be handy for a non-traitor too if there was actually a decent amount of helpful symptoms.
I'll try asking around if someone who actually knows how to code would be willing to actually make some of my ideas functional but for now, they're just ideas due to me not having any coding capabilities.
Then for the symptoms themselfs, first of all I guess I would like to see a increase of healing done by Wound Mending, Burn Healing and Cleansing. Currently it feels like the same if you have them in you or not, even with very high advance speed. Drop Detoxication from COMMON to UNCOMMON, its too bad to be a common one. Drop Oxygen Production from VERY RARE to RARE.
Add a new VERY RARE symptom which applies the same effect as genetics "Regeneration" superpower. Meaning that it can heal limbs back and heal anykind of damage.
desc = "The pathogen slowly regenerates damage and missing limbs."
"The pathogens cells are moving and sliding oddly in the petri dish."
Has no fitting chemical that would allow you to "test it" but the unique message should be a good giveaway.
I'm not sure if my next idea is actually a benevolent or maleficent one, I guess it depends on the application and person. The symtom would be RARE and the general idea is that the symptom generates small amounts of mutadone in the victims body from time to time. In theory, this can cure nasty mutations but more then likely this will just ruin any geneticists day completely. Extra irony being involved that on Cogmap2, the geneticist are next door.
desc = "The pathogen generates mutadone in the victims body from time to time."
if (R == "unstable_mutagen")
return "The pathogen quickly reverts any changes done by the mutagen."
"The pathogen seems to produce foul astringent liquid in the petri dish."