Difference between revisions of "Talk:Second Sphere Transgenic Rules"

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(Created page with 'Ideas- =Atrophied Statistics= Some particularly specialized transgenic caste systems found in the Rim hyperspecialize their people towards one end, neglecting all others. ''Red…')
 
 
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Ideas-
 
Ideas-
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=Transgenic Tech Level and Integration=
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One idea to make transgenic tech level more important in determining efficiency of radical upgrades is this:
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Integration Cost is increased by 3 for every primary and 1.5 for every secondary, and 0.5 for every tertiary (as previous). Add as normal, round down.
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Integration Cost is reduced by transgenic tech level by 1 every 2 transgenic tech level one has. It makes higher transgenic tech level a lot more significant. For high-transgene powers the numbers should come out better, while middling-low transgenic powers should have roughly equal or slightly more expensive templates especially if they only radically upgrade a small proportion of their population.
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==Examples==
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'''Eternal Dawn'''
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:Integration modifier under current system: 14 primary + 1 secondary + 0.5 tertiary = 15.5 - 10 from tech level (50) = 5.5
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:Integration modifier under suggested system: 21 primary + 1.5 secondary + 0.5 tertiary = 23 - 25 from tech level (50) = -2
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'''Kanon (Noble)'''
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:Integration modifier under current system: 16 primary + 1 secondary + 2 tertiary = 19 - 5 from tech level (28) = 14
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:Integration modifier under suggested system: 24 primary + 1.5 secondary + 2 tertiary = 27.5 - 14 from tech level (28) = 13.5
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'''Hyperborea'''
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:Integration modifier under current system: 12 primary + 0 secondary + 0 tertiary = 12 - 7 from tech level (35) = 5
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:Integration modifier under suggested system: 18 primary + 0 secondary + 0 tertiary = 18 - 17.5 from tech level (35) = 0.5
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'''Haraway''' (assuming 3 + 1 primary/1 secondary/1 tertiary per major caste)
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:Integration modifier under current system: 8 primary + 1 secondary + 0.5 tertiary = 9.5 - 6 from tech level (30) = 3.5
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:Integration modifier under suggested system: 12 primary + 1.5 secondary + 0.5 tertiary = 14 - 15 from tech level (15) = -1
  
 
=Atrophied Statistics=
 
=Atrophied Statistics=
 
Some particularly specialized transgenic caste systems found in the Rim hyperspecialize their people towards one end, neglecting all others.
 
Some particularly specialized transgenic caste systems found in the Rim hyperspecialize their people towards one end, neglecting all others.
  
''Reducing'' a primary statistic by 1 using genetic engineering reduces the cost of the Template by 2 points, while reducing one by 2 (making them completely useless at the category in question) reduces it by 4 points. These reduce the total cost of the transgenic upgrade's integration as well.
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''Reducing'' a primary statistic by 1 using genetic engineering reduces the base cost of the Template by 2 points, while reducing one by 2 (making them completely useless at the category in question) reduces it by 4 points. These reduce the total cost of the transgenic upgrade's integration as well.
  
 
=Secondary Abilities=
 
=Secondary Abilities=
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:Reinforced Bones (Spartan Approved!)<br>
 
:Reinforced Bones (Spartan Approved!)<br>
 
:Personal USB Port (Na'vi Approved!)<br>
 
:Personal USB Port (Na'vi Approved!)<br>
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=FBH=
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Shouldn't super intelligence boost command?

Latest revision as of 13:44, 24 January 2010

Ideas-

Transgenic Tech Level and Integration

One idea to make transgenic tech level more important in determining efficiency of radical upgrades is this:

Integration Cost is increased by 3 for every primary and 1.5 for every secondary, and 0.5 for every tertiary (as previous). Add as normal, round down.

Integration Cost is reduced by transgenic tech level by 1 every 2 transgenic tech level one has. It makes higher transgenic tech level a lot more significant. For high-transgene powers the numbers should come out better, while middling-low transgenic powers should have roughly equal or slightly more expensive templates especially if they only radically upgrade a small proportion of their population.

Examples

Eternal Dawn

Integration modifier under current system: 14 primary + 1 secondary + 0.5 tertiary = 15.5 - 10 from tech level (50) = 5.5
Integration modifier under suggested system: 21 primary + 1.5 secondary + 0.5 tertiary = 23 - 25 from tech level (50) = -2

Kanon (Noble)

Integration modifier under current system: 16 primary + 1 secondary + 2 tertiary = 19 - 5 from tech level (28) = 14
Integration modifier under suggested system: 24 primary + 1.5 secondary + 2 tertiary = 27.5 - 14 from tech level (28) = 13.5

Hyperborea

Integration modifier under current system: 12 primary + 0 secondary + 0 tertiary = 12 - 7 from tech level (35) = 5
Integration modifier under suggested system: 18 primary + 0 secondary + 0 tertiary = 18 - 17.5 from tech level (35) = 0.5

Haraway (assuming 3 + 1 primary/1 secondary/1 tertiary per major caste)

Integration modifier under current system: 8 primary + 1 secondary + 0.5 tertiary = 9.5 - 6 from tech level (30) = 3.5
Integration modifier under suggested system: 12 primary + 1.5 secondary + 0.5 tertiary = 14 - 15 from tech level (15) = -1

Atrophied Statistics

Some particularly specialized transgenic caste systems found in the Rim hyperspecialize their people towards one end, neglecting all others.

Reducing a primary statistic by 1 using genetic engineering reduces the base cost of the Template by 2 points, while reducing one by 2 (making them completely useless at the category in question) reduces it by 4 points. These reduce the total cost of the transgenic upgrade's integration as well.

Secondary Abilities

Some potential secondary abilities

Physical

Trauma Resistant
Effect: Not Dying (Personal DamCon)

Enhanced Endurance
Effect: Reduced Fatigue (Reduction of penalties for particularly long battles, increase in infantry strategic mobility)

Hyper-Twitch Musculature
Effect: Increased infantry agility

Hyper G-Tolerant
Effect: Increased Piloting

Mental

Pattern-Recognition/Mathematical Aptitude
Effect: Improved Electronics

Boosted Creativity
Effect: Improved Research Contribution?

Boosted Senses
Effect: Infantry sensors

Social

Improved Teamwork
Effect: Increased Command

Naturally Happy
Effect: Increased Morale

Influence Improvement
Effect: Increased Diplomacy

Exotic

Organic Explosives
Effect: Derka derka Jihad.

Addictive Secretions
Effect: Can't get enough of you!

Adrenaline Overproduction
Effect: Like hypercapacitors but for infantry!

Tertiary Abilities

Some of these are intended to be one-point wonders, although I suppose if you want iridescent glowing hair and eyes that shimmers between colors depending on mood and desires or something fabulous like that, you could blow 5 points on a few of them.

Exotic Hair/Eye/Skin Colors
Looking Good
Healthy
Environmental Adaptation
Knowing People
Plug-n-Play Approved (cheaper cybernetic enhancement)
Neoteny (Syntha Approved!)
Natural Nightvision/Thermal Vision/etc
Reinforced Bones (Spartan Approved!)
Personal USB Port (Na'vi Approved!)


FBH

Shouldn't super intelligence boost command?