Currently genetics as a department has a similar problem to virology: the job serves no vital function and essentially exists either for antags to utilize or crew to push the boundaries of what is considered powergaming. There’s always been a handful of really good and frequently sought mutations, and these tend to be the only ones that ever see the light of day.
With that in mind, I present the Genetic Lottery system, with the following goals:
- Kill the perception that engaging with genetics is powergaming
- Increase meaningful crew engagement by incentivizing (not forcing) live testing over monkey research
- Maintain the power of individual mutations, instead limiting the freedom to cherry pick exact mutations and combinations of mutations
Basics:
All humans start with 8 “dormant” mutations, very similarly to how they do now.
- One is their racial mutation that is always static
- One or two are “Fundamental”
- One or two are “Traits”
- Total combination of Fundamental and Traits is always 3
- Four are neutral/harmful
Racial mutations are exactly as they are now such as lizard fire breath. I don’t plan on making dramatic changes to these at this time.
Fundamental and Trait mutations do little or nothing by themselves, but would be the building blocks toward making potentially powerful combination mutations. Ideally this thread will help generate a couple of acronyms (think SPECIAL in fallout) to sort these out a bit.
Neutral mutations are pretty much just filler. They aren’t especially detrimental or beneficial in any major way, but also aren’t part of a combination toward making something especially powerful. This would include things such as Swedish and Dwarfism.
Negative mutations are actively detrimental in some way other than “mild annoyance”. These can sometimes also combine into more powerful negative traits, as is current behavior.
Combinations will behave very much like now. If you combine two or three other mutations, you get the benefit (or detriment) of an entirely new mutation, just as Hulk is the result of Strength and Radioactive now.
I’m additionally going to look at weighting player-owned genetics toward easier solving than monkey-owned genetics. Less likely to have double blind base-pairs or otherwise to encourage crew cooperation with direct research.
The big twist:
Remove genetic instability, instead limiting players to a single foreign mutation.
This means the combination mutations available to any given player is limited by their innate, dormant mutations plus one additional building block of the geneticist’s choosing. This is why the proposal is called “Genetic Lottery” - you’ll need to have at least one part of any given mutation already dormant within you to unlock its power.
Various implications of this proposal:
Genetics will no longer producers of gamer injectors, instead needing to tailor their care to the individual crew member that comes to see them. As research progresses (more mutations are discovered), geneticists can more readily tell exactly what potential any given crew member is capable of.
Space Adaptation, Telekinesis, Hulk, and such are no longer guaranteed to be available to the people who may want to use them in a given round, and the people that do discover they have them have done so because they chose to interact with genetics and get tested for what compatibilities they had, rather than because they went to genetics expecting a specific outcome.
Becuse of the above, more cool mutations can be added without fear of the effects of power creep. More options and possibilities no longer means genetics is directly more powerful as a whole. This is a big part of where the ideas gathering part of this thread comes in
Unstable Mutagen and radiation storms will both be a bit less catastrophic for players (and will potentially need to have their effects tweaked a bit, to be determined later in development)
And finally, the ideas gathering portion
I need suggestions for new types of mutations - not specific combinations or anything like that, just cool super-powers you’d like to see in some form or another as part of the pool. Be as descriptive as possible and throw caution to the wind when it comes to worrying about game balance.
And also because I’m terrible with them, I need some additional acronym suggestions for use with fundamental and trait mutations. To go into more detail on what I mean with this I’ll explain the fallout acronym I referenced, SPECIAL:
S - Strength
P - Perception
E - Endurance
C - Charisma
I - Intelligence
A - Agility
L - Luck
All of these describe some attribute of the person, but what would be really amazing is if we could get some acronyms that have a little more to do with the SS13 theme, such as the suggestion from @St0rmC4st3r, ROBUST. If you have any creative writing capability give this a go, here’s a list of terminology from our wiki to help