Xenomorph Mutations

Title. I was thinking about how marines have many customization options in their guns and attachments, and while xenos do have castes and strains, there is nothing quite like gun attachments.

I realize as I write that xeno playstyle is based on their caste and strain, not too unlike how a marine selects a gun and the attachments they want, but I’m gonna pitch this anyway.

Anywho, what if you could pick “mutations” as situational buffs and/or general buffs with a tradeoff. For example, a mutation that causes a xeno to move slightly faster after attacking an enemy, or grants more armor at the cost of movement speed, or one that increases the effectiveness of emitted pheromones at the cost of max health. Think I pitched something like this before.

I’m using The Isle’s mutation system as a reference here, as that game’s mutation system lets you select small perks that better mold your character to your playstyle.

I’d have to think about this more to get it anywhere near viable, but I’d like to hear your thoughts on this.

we literally had this years ago, it was removed due to making xenos too inconsistant (whether or not the same runner could survive a mine was based on their build, which was not fun for comstechs)

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understandable!

never ending cycle, time to pull out the barrel charged out of the cold storage? has the time come now for it to awaken again?

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YES. It is time for the BC to return.