Mutations balance and improvements
complete
Adrián Amorós
The mutations available are very weak (specially compared to cybernetics) and the time gap to develop new tiers are long (again, specially compared to cybernetics).
The mutations "stats" should need some changes and more options.
Another interesting options should be "mount attachments" to mutations like tentacles (paralizing or draining) torso mount weapon.
Basically, mutations are very limited and compared to their equivalent armor (and cybernetic) are very restringed.
Vit Barta
complete
Patch 1.12 Ambrose (August 5 2021)
Venom Torso - damage increased to 55, Shoot Spike cost reduced to 1AP, 10 stealth and 2 speed added, maximum range of projectile removed, effective range reduced to 22 , ammo reduced to 16.
Tentacle Torso - Paralysis value increased to 24, stealth penalty removed, perception bonus increased to 6, 1 speed bonus added.
Screaming Head - Psychic Scream cost reduced to 1AP and 4 WP, but is restricted to one use per turn, 4 WP bonus added.
Judgement Head - WP bonus increased to 8.
Sean Sullivan
Mounts are a great idea, but I think an additional way to approach the mutation system is though research of "Evolutions"
For example, the Heavy Torso mutation is OK, but has many drawbacks. What if you could research an evolution that adds slasher talons like on the Siren, resulting in a 4 armed unit that can carry a rifle and maul things in close combat?
How about making that Acid Torso worth the loss of an arm by evolving it to have highly accurate, long range, burst fire and Pain Chameleon?
Evolutions could be the "Mounts", and you could make multiple per body part. It could be cool to mix and match (like add those slasher talons to the Acid Torso) and it would make the Forsaken actually dangerous.
Adrián Amorós
Hi,
Many people believe that mutation system is good but it need a lot of improvements. There are some problems they had:
-Lack of versatility
-Specific cost (mutagens)
-Are very weak compared to cybernetics (Cybernetics have better stats/abilities and can have attachments even mounts weapons).
-Make the Forsaker a faction with very few resources before mid-late game (they start with the heavy and slow mutations and close range weapons)
-It cannot have mount “attachments”
I have a proposal to improved the mutation system and give them some versatility, this proposal will be in feedback so if you like it... vote!
Mutation technology give all three tiers at time (heavy, stealth and “assault”).
Some improvements in mutations stats.
Remove some special abilities (see special attachments).
Future research give them improvements, specific (like “heavy” mutations gain +3 armor) or general (all mutations give +1 Willpower per mutation)
Future research give them improvement attachments.
Examples of attachments:
-Weaponized torso: Claws, Organic launches (normal or acid), Acid torso (like Siren), the tentacle torso can have blood drain attack,...
-Pain Chameleon ability.
-More “normal” bonuses (accuracy, armor, movement,...) for free or with a “cost” (less movement for more armor for example).
-Weaponized head: Spit acid or poison, Spit goo or sonic attacks (like Scylla)
-Enhancement of priest special heads like more area of effect.
-Regeneration ability.
-Silent Echo ability.
-Immunity to goo.
-“Absorb” mist.
-Ignore night penalties.
Berserkers maybe can have special attachments or mutations (like Priest’s head)
This proposal give Anu more versatility and more improvements options and make the Forsaker more interesting.