Sorry for rabble this was all kinda just thrown together as my idea cache
Right now, it sucks. It's entirely made from chromosomes and they are bad for balance + design reasons. so i'm removing chromosomes. In their place, we're going to have earnable genetics techweb points which will lead to unlocking mutation combinations, perhaps high level mutations not being in the sequence but "INJECTED" when you use a special button that costs genetic research. My final idea is a chamber device you can build and hook up to the console to allow for locking mutations in, meaning they cannot be removed with mutadone. Anyways, I need more ideas for how to lock powerful mutations behind progression, and how the ratio of mutations at a base level should be. Only bad mutations? Rarely strong mutations in there? Some good some bad as it is now, but minor?
From my side of the Genetics Pillarmen, i will be adding !!fun!! mutations and removing some mutations which simply exist to dilate the pool e.g. language mutations
I'm a dumb feature coder, also a bad (but not terrible) coderspriter and a semi-good mapper and an enforcer of standards.
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
more thoughts. tier two would be unlocking combining mutations and getting special strong ones.
tier three is unlockable when all the genetic nodes for two are finished, and it unlocks a machine that turns you into a frail species. This frail species is sickly and dies easily, but is "compatible" with the strongest mutations like space immunity, tk, and other stuff. perhaps the most powerful mutations are so unstable that they either nearly cause meltdown or do instantly, and this species has a very high max stability that can hold many mutations.
What happens to filler(“Strong”) and negative mutations(“Tourette’s”)? If you add mutations to a tech web of sorts, surely nobody would get negative ones?
Mothblocks, winter 2020, “successfully” preventing bagil death with relevant data wrote:You seem to be under the fallacy that reinforcing that Bagil is a TDM shithole where you must carry bolas and spears on you at all times, while looking for the next valid to hunt down is a positive change to the server. I don't. The data suggests other people don't.
imsxz wrote:I give up there’s too many furries
cacogen wrote:i asked oranges how often he plays and he deleted the post
cybersaber101 wrote:Welp, you guys let a terrymin become a headmin, thousand years of darkness.
Vekter wrote:I jerk off Nist a bit too much but he's honestly one of the best silicon players on the server. B.O.R.G.O. is also pretty good.
Flatulent wrote:What happens to filler(“Strong”) and negative mutations(“Tourette’s”)? If you add mutations to a tech web of sorts, surely nobody would get negative ones?
that's an issue right now i'm thinking about. combinations are voluntary so only traitors would make anything negative... I could make it worth points but I don't like that much. As for fillers, Trollbreeder has made filler mutations have an effect in this pr https://github.com/tgstation/tgstation/pull/50178
I'm a dumb feature coder, also a bad (but not terrible) coderspriter and a semi-good mapper and an enforcer of standards.
you can find me playing when i'm not coding or playing csgo as cleans-the-house on event hall, sybil or manuel
wow...content being stopped by an orange without ears to hear critique.
My disappointment is immeasurable and my day is ruined
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ThanatosRa wrote:My biggest problem is that I can't fix any of this.
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Cobby wrote:The trash bin... have you lost your way home anon?