Genetics progression?

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Armhulen
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Genetics progression?

Post by Armhulen » #550936

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?
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me n' the fellas fixing genetics
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trollbreeder
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Re: Genetics progression?

Post by trollbreeder » #550937

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

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Armhulen
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Re: Genetics progression?

Post by Armhulen » #550943

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.
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Flatulent
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Re: Genetics progression?

Post by Flatulent » #550944

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?
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Armhulen
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Re: Genetics progression?

Post by Armhulen » #550945

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
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Armhulen
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Re: Genetics progression?

Post by Armhulen » #550953

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nvm someone else fix genetics good luck
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trollbreeder
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Re: Genetics progression?

Post by trollbreeder » #550955

Typical.
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

screenshot gallery:
Spoiler:
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Shadowflame909
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Re: Genetics progression?

Post by Shadowflame909 » #550977

wow...content being stopped by an orange without ears to hear critique.

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My disappointment is immeasurable and my day is ruined
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