so your saying
[center]Old version = New version[/center]
For:
[center]Purifier = Human Mutagen
N/A = Halter
Mutagen = Mutagen[/center]
I was saying that maybe for realism make it:
[center]Purifier = Human Mutagen
N/A = Purifier Halter
N/A = Mutagen Halter
Mutagen = Mutagen[/center]
I figured that since Purifier is turning you back into a human, it must have some base DNA that it is using like a biological “back-up” point. While the mutagen just causes random (non-cancerous) mutations and has no set destination that the two would require different substances to halt. Maybe taking {Human Mutagen equivalent} while Mutagen is active (and vice-versa) results in some serious sickness debuffs while ultimately resulting in no or little mutation either way until one of them wears out… or just random mutation both ways and stacking debuffs.
Maybe… make it so that (a)ctivating “new” Purifier the first time results in it making a “save point” that it then tries to restore you to when (a)ctivated a second time… or make another item that does this. Should definitely be an expensive recipe, and maybe not always as effective as mutagen thus requiring 2 to get to the point you left from if you only used one mutagen to get there.
Add (D)etailed description action when looking at an item, this would allow a lot of items to be given a much larger in-game description, which would be helpful for some of the more complex mods. If this is done then:
when getting a good look at “save point” mutagen stuff you get something like:
| You look at the container labeled “restore mutagen compound”
| it has a needle for drawing some blood, and a little blue LED is lit up
| next to the stenciled words “Untargeted”
Then when you’ve used it the first time and it has a “save point”
| You look at the container labeled “restore mutagen compound”
| it has a needle for drawing some blood, and a little red LED is lit up
| next to the stenciled words “targeted” even so it would likely get difficult
| to tell several of these apart. Sticky notes or scratching the metal to mark
the different ones might be a good idea. |
…My original idea on the “targeted” one have a screen display or something
with random gibberish written on it and random letters/symbols being associated with
in-game mutations… but thats just way overly complex and syringes of stuff don’t normally go that high tech.
but it would have looked a little like this:
| asdiv&85^$(f7v^j4$d7ybe
| d^i4/,Kic$^g8v:/ckdif7^%
| asdiv&85^$(f7v^j4$d7ybe
| d^i4/,Kic$^g8v:/ckdif7^%
| asdiv&85^$(f7v^j4$d7ybe
| d^i4/,Kic$^g8v:/ckdif7^%
What I see mutation being is a grab bag like vache was saying, until you get so late game that you’ve already “won” and you are only playing to see how badass you can get etc…
By that point there is no game-breaking, so you only need to worry about any one feature being TOO OP, and keeping with lore. Which would HAVE to include celebrities, VIP’s, and high end bodyguards etc… being willing to pay TOP dollar for mutagens that have a more… controllable outcome. Unfortunately for you there is no team of scientists working around the clock, to custom fit & target a mutagen to a specific goal, but with enough science skill (cooking) you can manage to control the overall direction of your mutations… even if only via stopping any unwanted mutations in their tracks.