I though of making mutations more like an optional way for early characters to survive. Not some project for when you already have all the means to survive the cataclysm.
But why? Seeing as mutagen require lab diving for the mutagen or lab diving and high cooking for crafting, what’s the point in trying to make it an early survival strategy?
Lab diving isn t that hard. I would argue that if you are carefull its safer then wandering arround in a city.
Also you can find mutagen near dead scientists. So an early survivor might get lucky and have that opertunity.
They already are, you just have a chance of it hurting you rather than helping, which is the whole point.
See it like this:
If you take some mutagen you can get lucky n get some good mutations.
If your unlucky you get bad ones.
This can help you early but nobody would lategame use mutagen to increase his survivability.
And its arguebly detrimental to survival if you reach a treshold lategame… except for alpha and medical mutcat.
So theres next to no reason to try and go over tresholds logicaly. I don t mind that so i supose reaching a treshold can stay bad as long as it is part of the risk of taking mutagen.
You take mutagen to better you reflexes get nighvision and increase your balance for example by using feline mutagen.
But unless you have the ressources to stop this mutation you later on get bad mutations like paws.
Design the Perfected Insect Serum Solution, do all the refugee center missions and build a ranch-town, convince a whole bunch of refugees of the transhuman insect future and set up an underground cult lab, create new transhuman bug species civilization, become Queen of Survivors. Clearly this is an ending.
…well, time to get a dragonfire mutation. There’s not enough nope in the world for that. ;w;
Or just wait until sprayable insecticide is a thing…
Speaking of a Mutation Nation… What if, instead/in addition to making Slimesprings, post-thresh Slime mutants can create NPC clones of themselves? Totes OP, I know, but with some proper tweaking it just might… nah, I got nothing. I still think it sounds pretty cool, though.
I don’t know if anyone mentioned it, but why doesn’t mutation have a level above transcend? I mean maybe add a chance that when you transcend or maybe after mutating more after transcend you are given a chance to access an even higher level of mutations? Just a thought I was having, maybe we could get some cooler more useful combat oriented mutations that could make it so that you can’t use any body mods where you have the mutations as a way to balance the larger buffs and more interesting play styles opened up by this.
I was thinking about moth mutations the other day. Mostly centered around being light dependent and having scales (the dust on moths wings are scales) that puff off of you under certain circumstances to have some effect on attackers. Also wing spots that scare wild animals. Otherwise, I guess it would just be an offshoot of the insect mutation wouldn’t it?
Man, actually altering your anatomy like that in CataDDA would be so incredibly inconvenient. Just look at the huge trait. You’re basically boned when it comes to vehicles. Now imagine that applying to almost every weapon and equipment and useful object and structure in the game. Non-Anthropomorphic Special Needs parking lots.
Basically it’d be like if we figured out how to uplift bears without changing them structurally, and the bears wanted to have a civilization too and do all the cool things. You’d have to re-manufacture everything to be designed for them.
So, posthuman threshold mutations could be neat, but only if CDDA’s crafting system gets a little bit of a revamp. At least needs XL to be a mechanic rather than a preset on recipes.
And now you’re getting to the Fun that is pondering furgonomics. o3o
Enjoy such marvels as how to tailor clothing (or worse, armor) around wings or a tail. Or how to adapt a martial arts style if you have claws (let’s see you make a fist the normal way with those).
Tails? Butt-flap like ol’ timey prospectors.
Wings? Backless…like cocktail dresses.
As for claws? Basically teeny tiny little daggers designed for gripping deadly weapons abstracted to +damage in MA!
I like the fact that mutations aren’t as great as purpose built body modifications. I like that they can be inconvenient–or weird–or give you strange dreams as you descend into post humanity.
I love that NPC’s can be human supremacists.
Or that nature may one day embrace you.
I don’t think the solution is to re-humanize the mutant with crafts and such but rather to make the ‘mutant game’ more interesting. My two cents.
-Serpentine Category: Somewhere between lizard and cephalopod; you trade your legs for a snake tail (movement penalty much less than tentacle legs, but little or no swim boost, and gives a driving penalty (it's hard to work pedals with one appendage, but where there's a will there's a way), gain a tail strike/grab attack). Gain traits that slow metabolism for both good and ill, and increase the ability to eat anything that used to move. And some things that still do. Obligatory threshold mutation: ability to eat grabbed small animals, upgrading to just animals (fullness still applies as a limiter, but a once-every-couple-days instakill for anything you can slither close enough to isn't too shabby)
Is it wrong that I immediately read this as, “You get to become a Lamia”? Because now I want to see this happen purely for the sake of being able to turn my survivor into a Lamia. Add some other things like Cold Blooded, Pointed Ears, and Infravision, then make it into one of the “Higher Tier” mutagens, and it’ll be awesome.
so basically what everyone has agreed upon is that mutations need to be jsoned and then everyone can be happy.
[quote=“evilexecutive, post:55, topic:10651”]
-Serpentine Category: Somewhere between lizard and cephalopod; you trade your legs for a snake tail (movement penalty much less than tentacle legs, but little or no swim boost, and gives a driving penalty (it’s hard to work pedals with one appendage, but where there’s a will there’s a way), gain a tail strike/grab attack). Gain traits that slow metabolism for both good and ill, and increase the ability to eat anything that used to move. And some things that still do. Obligatory threshold mutation: ability to eat grabbed small animals, upgrading to just animals (fullness still applies as a limiter, but a once-every-couple-days instakill for anything you can slither close enough to isn’t too shabby)
Is it wrong that I immediately read this as, “You get to become a Lamia”? Because now I want to see this happen purely for the sake of being able to turn my survivor into a Lamia. Add some other things like Cold Blooded, Pointed Ears, and Infravision, then make it into one of the “Higher Tier” mutagens, and it’ll be awesome.[/quote]
Yesss, all will become top sneks.
mutations.json already exists.
Not everything can be jsoned though.