09-23-2015, 01:14 PM
Hi, I'm relatively new, been playing for a month or so and started to get to grips with some of the systems. I've had a quick look around to see if there's anything covering this but couldn't find anything so I decided to post my thoughts.
The main thing is I have no fucking idea what's going on with genetics! The wiki is outdated, and were it not for other players teaching me I wouldn't know how to do it at all in its present state. I find new players joining and having no idea what to do either. It seems to me as a newcomer as though someone went halfway through overhauling the genetics system and then just stopped. I don't know how true that assumption is, but that's the impression I've gotten. But having used the new system a fair amount, I have some ideas for what to do with it.
As far as I can tell, there are two systems going on, the old, match pairs and fill in the code system, and the new activator and injector system. My idea is to keep both, but have differing rewards.
First of all, reduce the number of already revealed blocks for each gene to one or two. Also, reduce the cost of researching a latent mutation (10 would be my suggestion). However, make it so that each latent mutation has to be researched individually, even if that type of mutation has been revealed before. The computer should remember and combine revealed blocks for each mutation, so if you research a handful of blocks for x ray vision, then you research it on someone else and get a different handful of blocks, the computer matches the two in its memory.
Splicing and the creation of injectors can only be done if the computer has the complete genetic sequence in its memory banks, so if you want to give everybody IBS you're going to have to complete that genetic code buddy. This means that mutation storage will need to be altered as it's just lost its job, but as a result completing genetic codes is much more rewarding in the long run. If you put a lot of time in you could have every mutation available at once, ready to inject. To slow this down a bit I recommend making the gene sequence checker upgrade higher up the research tree.
On the other hand you have the activators, which are the cheap and nasty way to get mutations. Functionally, they should remain mostly the same as they are now, allowing you to activate latent mutations without contributing towards unlocking their code, but providing you with materials, chromosomes and unlocks, as well as reducing research costs.
Having two systems allows two geneticists to split the work more evenly, one can get to work filling out the genetic code, the other can get to work with the activators.
Other stuff
- Allow activators spent on monkeys to be turned in to the machine. Making them human is just pointless busywork.
- DNA reclaiming is never used as materials are already plentiful. Instead, change it so that reclaiming a mutation provides you with a chromosome instead, which are much more sought after, and move DNA reclaiming up the research tree a bit to compensate.
- Change the weakener chromosome to provide double chromosomes when reclaimed.
- Only allow Chromosome + Mutation splicing at first, lock Mutation + Mutation splicing behind an upgrade. Put a research time on splicing together two mutations. Add associated research upgrades for speeding up splicing time.
- Synchronising some passive mutations would be fun. For a traitor, radioactive and mutagenic field would make for interesting rounds.
Those are my ideas. Please disregard if there is some plan in regards to genetic systems. Regadless, I also have suggestions for new mutations. The names are negotiable.
Mutation Ideas
- Static Buildup - passive - a harmful mutation that causes you to occasionally electrocute yourself and other people. Try not to walk too close to fuel tanks!
- Directed Ion Burst - active - basically a controlled version of the above. Zap people.
- Mind Shock - active - a psychic ability that allows you to cause other people to pass out for a short time. Long cooldown.
- Directed Mental Collapse - active - causes someone's head to explode, Scanners style. A secret mutation created through a combination of psychic mutations. Takes a few moments to work, you have to stay still, and the person needs to stay in your vision while you do it. The victim gets a warning message and you also pass out for a moment afterwards due to the mental exertion, making it pretty obvious who did that, unless you're sneaky about it.
- Psychic Bomb - active - choose a tile and BOOM! It explodes! Or does it? In fact, there is no explosive effect at all, you just project the psychic image of an explosion to everyone nearby. Good for scaring people.
- Electromagnetic Field - passive - all electronics within x amount of tiles of you will behave as though they have been emagged. Has advantages (any door you want will open for you) and disadvantages (you should stay away from Beepsky and Medibot). The emag effect goes away after you move far enough away.
- Typhoid Mary - active - gives you a random infectious disease. Not a great idea. But if you stablise it, you get a random infectious disease that you're immune to.
- Infested Colon - passive - farting has a chance to spawn either a bee larva or a baby spider (and other fun things you think of). Gross!
- Paraneural Antenna - passive - allows you to hear ghost chat.
- Rapid Fossilisation - active - turns you into a rock, making you immune to basic attacks, fire, cold, the vacuum of space and makes you unable to be dragged or moved at all. A good panic button if you're being robusted. And if you stabilise it, you can turn back into a human again too!
- Spirit of Jazz - passive - the soothing lilt of the saxophone causes you to enter a fugue state where you run around screaming and beating the shit of out everyone you see.
- Overclocked Brain - passive - no effect when you're human, but if you happen to be borged, you are automatically freed from your laws as if you were emagged
- Bone claws - active - gives you a set of retractable claws above your knuckles. Acitvating them is very painful, and you will pass out and probably bleed to death.
The main thing is I have no fucking idea what's going on with genetics! The wiki is outdated, and were it not for other players teaching me I wouldn't know how to do it at all in its present state. I find new players joining and having no idea what to do either. It seems to me as a newcomer as though someone went halfway through overhauling the genetics system and then just stopped. I don't know how true that assumption is, but that's the impression I've gotten. But having used the new system a fair amount, I have some ideas for what to do with it.
As far as I can tell, there are two systems going on, the old, match pairs and fill in the code system, and the new activator and injector system. My idea is to keep both, but have differing rewards.
First of all, reduce the number of already revealed blocks for each gene to one or two. Also, reduce the cost of researching a latent mutation (10 would be my suggestion). However, make it so that each latent mutation has to be researched individually, even if that type of mutation has been revealed before. The computer should remember and combine revealed blocks for each mutation, so if you research a handful of blocks for x ray vision, then you research it on someone else and get a different handful of blocks, the computer matches the two in its memory.
Splicing and the creation of injectors can only be done if the computer has the complete genetic sequence in its memory banks, so if you want to give everybody IBS you're going to have to complete that genetic code buddy. This means that mutation storage will need to be altered as it's just lost its job, but as a result completing genetic codes is much more rewarding in the long run. If you put a lot of time in you could have every mutation available at once, ready to inject. To slow this down a bit I recommend making the gene sequence checker upgrade higher up the research tree.
On the other hand you have the activators, which are the cheap and nasty way to get mutations. Functionally, they should remain mostly the same as they are now, allowing you to activate latent mutations without contributing towards unlocking their code, but providing you with materials, chromosomes and unlocks, as well as reducing research costs.
Having two systems allows two geneticists to split the work more evenly, one can get to work filling out the genetic code, the other can get to work with the activators.
Other stuff
- Allow activators spent on monkeys to be turned in to the machine. Making them human is just pointless busywork.
- DNA reclaiming is never used as materials are already plentiful. Instead, change it so that reclaiming a mutation provides you with a chromosome instead, which are much more sought after, and move DNA reclaiming up the research tree a bit to compensate.
- Change the weakener chromosome to provide double chromosomes when reclaimed.
- Only allow Chromosome + Mutation splicing at first, lock Mutation + Mutation splicing behind an upgrade. Put a research time on splicing together two mutations. Add associated research upgrades for speeding up splicing time.
- Synchronising some passive mutations would be fun. For a traitor, radioactive and mutagenic field would make for interesting rounds.
Those are my ideas. Please disregard if there is some plan in regards to genetic systems. Regadless, I also have suggestions for new mutations. The names are negotiable.
Mutation Ideas
- Static Buildup - passive - a harmful mutation that causes you to occasionally electrocute yourself and other people. Try not to walk too close to fuel tanks!
- Directed Ion Burst - active - basically a controlled version of the above. Zap people.
- Mind Shock - active - a psychic ability that allows you to cause other people to pass out for a short time. Long cooldown.
- Directed Mental Collapse - active - causes someone's head to explode, Scanners style. A secret mutation created through a combination of psychic mutations. Takes a few moments to work, you have to stay still, and the person needs to stay in your vision while you do it. The victim gets a warning message and you also pass out for a moment afterwards due to the mental exertion, making it pretty obvious who did that, unless you're sneaky about it.
- Psychic Bomb - active - choose a tile and BOOM! It explodes! Or does it? In fact, there is no explosive effect at all, you just project the psychic image of an explosion to everyone nearby. Good for scaring people.
- Electromagnetic Field - passive - all electronics within x amount of tiles of you will behave as though they have been emagged. Has advantages (any door you want will open for you) and disadvantages (you should stay away from Beepsky and Medibot). The emag effect goes away after you move far enough away.
- Typhoid Mary - active - gives you a random infectious disease. Not a great idea. But if you stablise it, you get a random infectious disease that you're immune to.
- Infested Colon - passive - farting has a chance to spawn either a bee larva or a baby spider (and other fun things you think of). Gross!
- Paraneural Antenna - passive - allows you to hear ghost chat.
- Rapid Fossilisation - active - turns you into a rock, making you immune to basic attacks, fire, cold, the vacuum of space and makes you unable to be dragged or moved at all. A good panic button if you're being robusted. And if you stabilise it, you can turn back into a human again too!
- Spirit of Jazz - passive - the soothing lilt of the saxophone causes you to enter a fugue state where you run around screaming and beating the shit of out everyone you see.
- Overclocked Brain - passive - no effect when you're human, but if you happen to be borged, you are automatically freed from your laws as if you were emagged
- Bone claws - active - gives you a set of retractable claws above your knuckles. Acitvating them is very painful, and you will pass out and probably bleed to death.