Since we’re talking about additions and expansions i guess this is a good time to post my iconic copy-pasta of genetics ideas i had a couple of months ago, we recently had a nice addition of mutations and i think they were well received (rip funny 40 damage northstar gloves felinid claws) tbh most of mine are focused to either be cosmetic or to give other species mutations so they can also hang around on genetics
Lizards:
- Reinforced scales: The mutation makes them a little bit more resistant to brute damage but they get a little bit slower
- Blood sockets: They can squirt blood from their eyes briefly blinding their target (range 1-3 tiles)
Moths:
-Bagworm affinity: They’re able to cast a cocoon around themselves healing them… not so much. but they can chill there.
-Rainbowy wings: The Moth wings gets a multi-color variation to scare predators away and look fancy!
Ethereals:
Light manipulator: The mutation makes the ethereal being able to manipulate light particles in an area to produce a ball that they can consume (or throw?) to regain food.
Shock Touch: Perhaps it could be moved to make it exclusive to Ethereals.
Apids:
-Sting: They’re able to grow on command a sting on their hand to defend themselves and poison whoever gets injected, everytime they use it (long cooldown though) they receive a little bit of health damage to mirror the bees losing their sting
-Noisy: From time to time they produce bee sounds when they walk, kinda like the one they make with apid dash
-Stronger wings: With this mutation they can fly on low gravity, (0currently removed from apids would be a good add)
-Queen’s Gene: They’re now able to summon a bee to assist them and fly near them, long cooldown to avoid spameability
Squid People: REDACTED
-Ink sacks: This mutation awaken the hidden defense mechanism deep rooted in the dna of squid people to let them throw an ink sack in a direction of 1-3 tiles to blind temporally their aggesor so they can escape(same concept as the blood sockets or alternative they create a little dark cloud as to mirror when they do it on water to blind their prey)
-Natural glowy: This mutation makes them glow in the dark, since some squids are capable of doing that.
-Improved eyesight: The mutation finish polishing their almost perfect eyes to make them uncapable of becoming blind (everything else they can get affected)
In any case we should take little bits from other stations and see how they’ve balanced genetics themselves, TG to give an example removed some, added some and moved the department to science
I think it would be nice if everytime genetics discover a mutation they would get an X amount of Research Points and Discovery Research so that helps with the early lack of points caused by different reasons
And i feel like Sec/Crew grabbing Thermal/SA is how they would also grab the free plants from botany, nanites, xenobio, (insert local department mass distributed thing) i believe most of these stuff need to require the interaction between the worker and the requested instead of mass-producing it so everyone can self-serve and thus leading them to adquire powergamey things or stuff that really don’t need, that’s why the genetics computer being only accesed by the geneticist/CMO/RD was a good change because we had a two months were it became the norm for a geneticists to make three public consoles outside with SA/Thermal/Insulated
I believe since this is something that has their own equivalent on almost every department it’s something that ends up in a situation where either it gets nerfed into oblivion, straight up removed or it relays on admemes watching players to not break the rules of powergame / having faith that players will slowly learn that it’s no bueno to have insuls + sa + thermal + no maidens 4noraisin
as usual ofc ?wyci