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« on: October 11, 2016, 12:44:19 AM »
Even with the new rebalance and subsequent limitations on bionics, mutations simply lack a real incentive to pursue them beyond variety, roleplay, minmaxing specific pathways, or simply passive use.
For starters, locking away the really helpful early ones, such a light eater/drinker, fast healer, et al will help make people more invested into the process, since mutations already prefer to travel down partial paths.
For next, some of the maladaptions, such a herbivore or carnivore, can grant more nutrients from their food choice. Its called specialization.
Things like gross body deformations should come as prereqs to more beneficial mutations, to give people a reason to accept them. People should perhaps be able to craft specific gear to accommodate them, if only to partially mitigate their new disadvantages.
Mutations, such as chitinous skin or treebark, should grant acid armor. This is a fairly large one since these same mutations are on the path to gross body deformations.
Slight nerfing of how the strongest trees work, which are unironically the ones granting multiple passive buffs, would help.
Mutations should have a chance of firing their special attacks while using a weapon. In tandum infact. while its fine to base it on the unarmed skill, to restrict most to only fire when unarmed is silly. In fact, Id argue for a button to be set up so as to allow players to use their abilities at will, or attempt to. This also allows noncombat special functions to emerge.