Mutations
Tactical Soldier Management
##2D character will be replaced with 3D.
Mutations are the mechanic by which players can enhance their tactical soldiers.
There are no soldier classes, type, rarity etc. No training or skill trees. Soldiers are differentiated by their mutations. Each soldier can have their major body sections mutated. Mutations provide advantages on missions, help to heal faster, etc. Mutations give advantages but at costs. The player will need to balance these or find their soldiers are not useful on the battlefield.
Upgradable Soldier Specs
Agility
Carry Limit
Movement Speed
Accuracy (Ranged)
Melee Strength
Lifetime
Intelligence
Stealth
Vision Range
Hearing Range
Energy
Time Units
Regen
Armour
Mutatable Body Parts

Upgrading regions of the body, for more granular improvements.

Types of mutations
The player can select the type of mutation they want in specific regions. Once a mutation type has been assigned, the player cannot change it, only upgrade.

Once the player selects the mutation type, upgrading is easy.


Levels of Mutations
Once a mutation is applied, the player can only continue to improve on that mutation. It cannot be removed or recovered on the death of the soldier.
Mutations unlock with research progression.
They take considerable amount of time to complete, which would prevent players from upgrading everyone at once.
Specific resources needed - PC0 & PC1 - which require processing, live humans and other items completed first - need to tell the player this here
Support workers are also needed to conduct the enhancements

Head
Vision
Hearing, Intelligence, Rage, Horns (Melee DPS)
Shoulders
combat bonuses, secondary grenade AOE weapons, secondary defenses - shield, cloak,
Back
Enlarged hive (healing), Secondary weapon (ranged or egg drop)
Torso
- Energy core (more TUs, Weapon strength), Armor (Defense)
Upper/Lower Arms
- Speed, weight limits, Stamina (use less TUs per move)
Mutation special abilities / AOEs
Special ‘global’ abilities and AOE attacks will be made availble to the player in specific missions. These abilities will be derived from mutations. Some specials are consumable and players can only use them once, needing the player to manufacture more of the consumable to use in conjunction with mutation.
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