[quote=“Logrin, post:44, topic:12705”]You know, allot has been said here and elsewhere that I find myself agreeing with despite my love of mutations, most saliently:
*Mutations don’t balance against bionics
*Mutations don’t balance against each other
*Mutations don’t balance against character creation
*etc
I think I’ve discovered the heart of the problem. Mutations are–for the most part–entirely voluntary and entirely too easy to rectify. My solution.
FIRSTLY
*Exposure to certain criteria starts advancing you towards mutation, including but not limited to:
-Eating any post-cataclysm food source. Including drinking non-bottled water. Because of the way food rotting now works this means it becomes more of a problem in the late game, when players are more equipped to combat it.
-Having untreated infections, be they bacterial, parasitic or otherwise
-Radiation. On the subject I think nether critters and other irrational matter should give off a more dangerous form of esoteric radiation.
-The Environment itself should be the weakest source of mutation gains, but build up over time should be there. Higher environmental protection (maybe even the inclusion of lead lined vehicle panels) should slow this until it can safely be ignored.
SECONDLY
*Mutagen as it exists could be scrapped in favor of the following:
-Standard mutagen accelerates mutation rate over a period of time. To help remove the matter from nothing/sudden superhero scenario not only is this a long process but it takes a healthy excess of food to sustain it. Perhaps set it to work somewhat akin to a flu, but being healthier makes the reaction last longer.
-Purifier is much, MUCH rarer. (prohibitively so) In its place we have inhibitor serum, an injection that works like negative mutation power. It can’t remove mutations but it will reduce the rate at which you accrue them. Combined with careful living it can keep you ‘clean’ or maintain a set of mutations without risking further alteration of form.
-In place of purifier there’s always the option of surgical removal of things like horns, extra arms, etc. etc. Rather than remove them from the list of acquired mutations this process greys them out. These mutations are merely dormant however, eventually growing back and perfectly able to progress via further mutation.
-Targeted mutagen increases your odds of landing in category as you mutate but that might be too generous. Maybe instead we could have targeted suppressants that vastly lower the odds of gaining mutations attached to certain trees.
IN GENERAL
*I believe mutation should be approached differently as a game mechanic. Make it threat rather than the stat hunting body modding it is at current.
-Mutation should be easier to combat than tailor.
-It should take considerable time to amount to a state of crawling chaos
-Maybe make it completely uncraftable. At best allowing players to flavor their mutagen and suppressants–but not create them from scratch.
-The goal of most mutagen paths should be–more so than a stat buff/debuff here or there–about changing how one plays the game. Be it in changing how certain things effect morale, eating habits, sleep schedules, environmental needs, etc.
THIS DOESN’T ADDRESS THAT MUTATIONS DON’T BALANCE WELL AGAINST EACH OTHER.
Partly this can be mitigated by the long term investment and involuntary nature of the newly suggested mutation system, wherein certain tiers of mutagen could simply be better. Indeed, entire categories of mutation could be excluded from being gained without the help of targeted mutagen. Uncraftables like Alpha, Chimera, etc. that you’re not explicitly guaranteed to come across. Similar to how the WIP bionics changes can encourage players to save themselves for fancier mods a player that otherwise wouldn’t risk body horror might be enticed to take the plunge on encountering a rare serum.
A more agreeable solution though, in my mind. Would be for each mutation category to be designed around promoting a particular lifestyle, much as these evolutionary quirks do so in the animal kingdom. Many of them do so already, some fall short and others such as alpha overshoot it. Partly I think the design mentality was that too many good mutations too soon make the game trivial which is fair. Conversely the changes I’m suggesting would alter mutation gains in such a way as to more or less scale it against zombie evolution. At best a seasoned player knowing what he wants and where to look could get a little ahead of the curve (RNG permitting), either by risking labs early or going full roulette with an untargeted lifestyle. (And to that end I’d suggest default mutation–without having taken targeted serums–have a few of its own divergent categories.)
Without the min-maxy specter of grinding up cooking to vie for genetic dominance hanging overhead much more interesting mutations are on the table, adding the oh so juicy temptation of another toy to flesh out the endgame
Thoughts?[/quote]
Love the sound of pretty much all of this! Making it fully uncraftable might be a step too far against player choice/customisation though imo.