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Xenobiology (Mutant Lab) Proposal #187
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I think for a first implementation, it would be better to rebrand the genes stuff as cells stuff, this way you don't have to figure out the design of how we want to do genetics (and that is out of scope for this) and don't have to make the traits of creatures and their data into genome information.
Also I require the growing tube to be artifact-crusher sized and semi transparent so you can see the monkey suffer.
You kind of mention these in the last section but you weren't that specific so some of my thoughts: The growing shouldn't be attached to the tube, but the tube should give the right circumstances for growing (temperature and pressure prob), that way in the future we can make it so you can inject someone in the station and since the circumstances aren't ideal they develop a tumor. To achieve this whatever component the cells use to grow should have "stages" with conditions and divergent paths.
Apart from that, I really like this and would love it in-game
I like this a bunch, feel like it nails the vibes of 'ill-considered corporate scifi biology research' perfectly. It's got that tactility a lot of rng minigame jobs often just replace with clicking buttons on a screen, plays off the existing and increasing diversity of mobs, and it'll work super well at incentivising inter-departmental co-operation. The only thing I'd suggest that isn't ideabloat is that however the post-mortem system works, it would make sense for it to work the same as how you'd post-mortem a non-mutant corpse as, say, a detective. Probably just a surgical process as suggested previously. |
update summary for new design group stuff |
also idr i if i gave feedback before but very very good proposal lovely flavor |
resolved conflicts, brushed up the doc a bit, and updated SUMMARY.md should be gtg |
Xenobio in name only. A new science subdepartment based around creating and growing horrid mutants.