Notes |
(0000374)
KiloByte (manager)
2009-12-14 01:03
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I'd instead increase the chances of making it remove a mutation, without adding something back. |
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(0000376)
Eronarn (updater)
2009-12-14 01:16
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The problem with doing that is that if it adds mutations below a certain number, and removes them above a certain number, there is a point where it will be likely to "do nothing" or to add and remove mutations with equal frequency. Both are somewhat boring.
I'm fine with it doing that, of course, but I feel that swapping a mutation to a different one should be a new mutation action even so. (One that is equivalent to a single mutation, rather than two, and is most common around that break-even point.) |
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(0000399)
dpeg (administrator)
2009-12-14 17:54
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I like Eronarn's approach. What about this:
* Try to add a mutation.
* If this fails, try to change a mutation.
* If this fails, try to remove a mutation. |
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(0015322)
Cryptic (developer)
2011-10-20 19:05
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Unless someone disagrees, I'll plan on implementing a change such that attempting to mutate the highly mutated will proceed in the following manner:
Attempt to mutate
Player is highly mutated
Try to remove a mutation
Try to add another random mutation back on
Exit |
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(0021302)
Cryptic (developer)
2013-03-07 14:07
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There appears to not be an upper cap on how mutated a person can be anymore. |
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