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Spicing up Genetics.
#1
Posted in a previous topic.. but due to request I am going to add it here.

Genetics is one of the three branches I believe has one of the most boring gameplay loops of all time.
RNG and waiting...  The bane of Botany and Rancher alike.
Ranchers on the other hand have not much way to work around it while botanists can.

While we can't really remove the RNG factor (for balance reasons and variaty reasons.)
We should decreasing the waiting or give alternative tasks and ways to get more resources so genetics can push to the end game where everything is streamlined.
So I looked at other departments, namely Mining and Science how to spice things up and here we go with the "COPY PASTA"

Quote:Gene harvester:

A device to harvest genetic material from anyone, however this damages their genetic stability and they need mutadone to recover it.
Monkeys give 5 per harvest, Players give 15 per harvest (changelings have a qurik of giving 30 even) . Damage is around 5%-15% per harvest (random). 
It takes 4-5 seconds to do one harvest on someone. They of course cannot move during this procedure.
Genetic material will be sent immidently to the genetic storage.


Genetic Reclaimer:
Yay! Genetics gets their own reclaimer so they can get extra genetics from dead monkeys or players.
The only difference? It spits out a corpse that is like it's been drained like a changeling would kill his victims.
Now genetics and changelings have something in common!! They drain corpses.
This means we can have genetics fight over a corpse to drain it, then toss it into the cloner reclaimer. Of course drained corpses will now give less reclaim.


Sample research:
While genetics is fun and all...we still have a dead section in medical, pathology... so while not retool some of it to genetics?
NO NO NO! I don't mean return it. I mean genetics can use that lab to research "Samples" they obtain.
Not make diseases.. more like check virus's, bacteria's and parasites for additional samples.
See it like artifact research but for genetics.
They get a sample sent in, they can research it to see it's mutation effects or activate it... but if they do it wrong the "infect themselves" with a mutation they can't get rid off till the virus, parasite, bacteria has been treated.

Can they infect others? Well it depends on the settings the devs/admins will allow for this idea.
But yea.. bringing back Pathology in a different way for genetics to research mutations in virus, bacteria and parasites for genetic materials and mutations makes the most sense. But no making on Pathogens... only researching samples found with random ones like artifacts.
When they run out... they gotta find more somehow... (might have to order some via cargo)


In my opinion since it will take forever to redo Pathology, why not just make it an "artifact type" research for genetics to go on.
We can use similiar code but have the effects be alot of mutations and even mutations that cannot be unlocked by genetics but can be found in Mutini's and such.
A random element where the genecists has to be carefull with activiting the Sample, since some only work by injecting while others could escape when heated and infect the closest person. How it will work as I said.. Devs will decide that fate.. But since it's not controlled by players what effects and spread it gets.. it's 100% the devs can set the variables (So no more mass infection every round)

Anyhow.. let's start discussing these 3 ideas I had to make genecists be more active in getting genetic materials or unlock mutations in a different way.
The worst thing of certain jobs is the waiting period between experimenting or doing something.
So why not give em something else to do while waiting?
More interaction is always good.

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Messages In This Thread
Spicing up Genetics. - by Kotlol - 10-13-2022, 05:38 AM
RE: Spicing up Genetics. - by George_Manning - 10-13-2022, 05:44 AM
RE: Spicing up Genetics. - by Kotlol - 10-13-2022, 06:01 AM
RE: Spicing up Genetics. - by Flaborized - 10-13-2022, 07:01 AM
RE: Spicing up Genetics. - by Kotlol - 10-13-2022, 11:58 AM
RE: Spicing up Genetics. - by glowbold - 10-13-2022, 08:49 AM
RE: Spicing up Genetics. - by Glamurio - 10-13-2022, 10:05 AM
RE: Spicing up Genetics. - by Mirodir - 10-13-2022, 10:21 AM
RE: Spicing up Genetics. - by Chomusuke - 10-14-2022, 04:45 PM
RE: Spicing up Genetics. - by Kotlol - 10-15-2022, 02:46 PM
RE: Spicing up Genetics. - by Glamurio - 10-15-2022, 04:10 PM

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