[quote=“Logrin, post:29, topic:3755”]I like this talk about gaining faction clout based on how heavily mutated you are.
Also, as to Yootoo’s suggestion of a mutation cap, not particularly my cup of mutagenic tea–but I think I have the makings of a compromise in mind.
Currently, with some luck, alot of mutagen and liberal use of purifier/category mutagen you can really make robust genetics pay off. If you get a particularly bad roll with mutagen you can always purify your way back to square one and start over after all.
What I’d suggest is a MUTATION BRINK where in you’ve fallen too far into a particular flavor of mutie and can’t Dr. Jekyll your way out. This begs to be explained further so I’ll do just that.
Let’s for example say a survivor of the completely plausible name Gutsmanguy sits his merry self down with a steel jerrycan of vanilla mutagen. After a ripping good swig he finds himself decidedly more teuthidian than he would care for. This would normally be the point in our little tale at which our hero nurses purifier and category mutagen until he’s satisfied with the outcome. I suggest an alternative.
The mutation brink as I propose is a little line drawn in the figurative sand that once you pass you can no longer easily rid yourself of mutations in that particular category and become resistant ((But not immune)) to gaining mutations from the others. Most importantly however–all mutations push you towards the brink, once passed you fall into your strongest mutant category.
It’s not all bad though, because I suggest the following ideas along with this.
1- Passing the brink is what puts you in the good or bad graces of certain NPC or monster factions
and
2- New mutations become available for passing the brink in a specific category. Some of which reduce the penalties for ((and have as a prerequisite)) otherwise undesirable mutations while others are worth pigeon holing yourself as “That lizard mutant guy.”
An example of a bad trait benefiting from this : Cold-Blooded can evolve into a trait that, while still giving you the full -1 percent speed penalty for every degree below 60 likewise gives you a +1 percent speed bonus for every point above sixty.
An example of a beyond the brink mutation : Ant-like strength - Greatly increases the maximum weight you can shoulder but has no effect on maximum volume the player can carry. Would allow for pushing wreckage off the road and sprinting off with burdens that would crush a lesser mutant under their weight.
As another off-hand suggestion I’d throw in Targeted Purifier for ridding yourself of specific mutations–but give it a chance of failure ((with consequences)) and have its success rate decline based on how heavily mutated you already are.[/quote]
Poster after my own heart. Not (yet) clear on how to handle the mutation-constraining effects, but I like the idea of passing a certain threshold after which things go seriously post-human.
(I’d make it based on progress in a category, not just total number/mutations. Pay attention to those dreams!)
Purifiers could theoretically be targeted at a particular category, but that’s Cooking 10 at best, if the Lab folks ever worked it out. Lore says they focused primarily on teleportation.
Re the Rat category: I’ve got plans for that and Troglodyte. But they need a little help from the building-makers and ideally the z-levels. Would you become Queen of the Rats if you could have your minions fetch you the parts to make your own powered subway car? (That’s hypothetical…for now.) Would you go perma-underground if you didn’t need a J-Hammer and gasoline to tunnel? Things like that.