Talk:Second Sphere Transgenic Rules: Difference between revisions
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- | ||
=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= | =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. | ''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> | ||
=FBH= | |||
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?