Genetics progression?
Posted: Mon Mar 23, 2020 8:11 pm
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?
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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