Perhaps like how you only unlock thylkakoids when you reach a patch with enough sunlight and only unlock metabolosomes after oxygen rises to above 1%, UV tolerance slider would only be unlocked when you move to a patch with sunlight and Oxygen tolerance slider would be unlocked alongside metabolosomes?
I like this idea, and maybe do this for all tolerance sliders. Microbes would still gain the initial tolerances to match the conditions of the patch they start in, so this idea should not cause an issue for βWarm Little Pondβ start.
Not sure there is much sense to add this feature for temperature/pressure because how would you determine when to unlock those?
Wouldnβt the game simply need to check if the pressure and temperature of the patch the player is in are outside the current organismβs tolerance ranges? Or maybe, at least for temperature tolerances, make it so you need to experience the maximum and minimum values of temperature in the current biome you are inβ¦
I think the tolerance should unlock itself before the player has to change stuff around as to not get major debuffs.
Their primary purpose is to convert radiation to ATP. So them being unlocked before going to the surface would be 100% useless (as thereβs no radiation sources at the surface).
I was not talking about melanosomes but the oxygen/UV tolerance sliders though?
Perhaps if yo spent so many generations away from sunlight you naturally lose a bit of UV resistance each generation?
Would the Player receive any refunds of MP by this?
No. That would be like evolving something one turn and unevolving it three turns later. I would, however, not charge for it. It would be a βfreeβ evolution . . . in arguably the wrong direction.
I am assuming, based on previous discussions, that having some sort of additional bioprocess costs to incentivize players devolving the tolerance is out of the question?
Not necessarily, but realistically, certain tolerances seam to have bigger incentives than others. Having too little UV causes damage. But having to much? I think, Macroscopically, there is a nutrition/vitamin cost, but Microscopic does not have such a feature.
This was what I was getting at, and I think you are correct on this. If I am wrong about this, it would be embarrassing, since I am now studying Nutritional Biochemistry (since Nutrition is literally Biochemistry and vice versa).
But it does beg the question, while such a feature may be intended for Macroscopic, how would that translate to Microscopic? A slight increase in compound need perhaps? Maybe even the increase could depend on how out of sync the tolerance is?
We also need to keep microbe simple since itβs already about as complex as the developers will allow it to get for new players. So perhaps we shouldnβt add tiny deviations to osmoregulation that could confuse the massesβ¦
True, but, it is a bit unbalanced. Have a better idea for how to balance UV tolerance? AI improvement and a little balancing of existing features will go a LONG way from making the Microbe Stage Good to making it GREAT.
As much realistic sense as it makes to use βnutrition/vitaminsβ as the macroscopic cost, it does seem worth adding such a big new thing to Microscopic. But a slight adjustment to how much food the Microbe needs based on the tolerance discrepancy seems like it would similar in purpose while much easier to program.
I suppose if extra tolerances are added at some point like salinity and pH, those would too only get unlocked when the player reaches a place with those values different from what they have experienced thus far?
Continuing the theme of human-adjacent, it could be modern earth-adjacent. But what that would look like depends a lot on how the intervening stages actually end up working.
We obviously also need to keep some room for less terran designs and stuff like macroscopic chemolithoautotrophs for example.
Also shouldnβt modifying behaviour cost MP?