Issue 19.5
Three problems.
1) The chart differs from the in-game chart, which links all the rares together before splitting to the very rares. 2) If assuming it's not linked, why any two rares, as opposed to the rares underneath them? 3) Is that rare boost slot, OR rare components? It may very well mean any two rare components, along with ALL boost slots underneath them. |
2) Perhaps because it affords the player more flexibility in the boosts they have available during the (potentially quite long) process of assembling the parts for their Very Rare. There seems to be little point in having both a Cardiac Total Core Revamp and a Cardiac Boost or Cardiac Core Boost. On the other hand, having a Cardiac Total Core Revamp and a Musculature Radial Boost could provide a useful degree of flexibility--you might use the Cardiac to cover your endurance while running solo, and switch to the Musculature when you team up with an Empath or Kin who can provide you with unlimited endurance. Most people might not bother to switch, but having the option beats having a useless lesser boost sitting there while you gather bits for the next upgrade.
3) We don't even know that there will be rare components, though it's certainly possible. However, the ability cost is specifically listed as "Any 2 Rare", not "Any 2 Rare, plus some other stuff". Moreover, it's listed that way in a chart that doesn't include components at all, but which does contain boosts labeled as "Rare". Granting that this is all speculation, it makes more sense to ground our speculation on things that are actually included in the chart rather than hypothetical things that may be added later.
Again, it's all guesswork. We don't know what the Rare boosts will cost--they might require rare components, for example--so any estimates of the total cost of a Very Rare are quite shaky. The numbers and reasoning I offered are simply what I used to set a goal for my main; hopefully, it will at least put me within striking distance of my Very Rare boost when the rest of the Alpha Slot goes live.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Technically more than that though. Both sides imply that Mutant, as an origin, only came about after 1938, the splitting of the atom. Certainly genetic mutations existed before 1938. But as a discrete source of power, it apparently draws from a different source even if genetic, at least until that 1938 event. Also because it's from atomic structure, it also means that Mutant doesn't necessarily have to be from mutation whatsoever.
More importantly, Sister Psyche also implies that there may be more origins that the quaint 5 (or 6) categories we have. |
Of course its possible that what we call origins is somewhat artificial, and in the past or on other worlds or in other dimensions the source of powers is defined to have different origin types arbitrarily. But of course, if the origins are somewhat arbitrary or there are even potentially more (than just Incarnate), we still can't use them in the game now, which means they aren't currently relevant to the question of either which origin to classify something as, or alternatively which method do the writers of the game tend to use, which could contradict some other alternate interpretation by the players. As mentioned, the Peacebringers are Natural. We're not guessing they're natural and we could be wrong. They are canonically natural. The writers could, in the future, introduce a storyline that changes that. But because that has actual gameplay impact - on the enhancement types that Peacebringers can use, for example - that seems unlikely to me.
Unfortunately, origin exists in a funny twilight where the devs don't want to leverage it too much in gameplay, because they want it to be a "free option" for the players. But gameplay and lore is sufficiently entangled with origin that its not a completely free choice in the sense that some things depend on it (enhancements, stores, etc) and some storylines imply particular aspects of origins canonically. That makes it difficult to integrate more than it is now, and difficult to disentangle any more than it is now. Its sort of painted into a corner at the moment.
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Unfortunately, origin exists in a funny twilight where the devs don't want to leverage it too much in gameplay, because they want it to be a "free option" for the players. But gameplay and lore is sufficiently entangled with origin that its not a completely free choice in the sense that some things depend on it (enhancements, stores, etc) and some storylines imply particular aspects of origins canonically. That makes it difficult to integrate more than it is now, and difficult to disentangle any more than it is now. Its sort of painted into a corner at the moment.
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The actual origin is what plays into your backstory, enhancements, and some mission dialog--it's where the character's powers really come from.
Bureaucratic "Origin", on the other hand, is just a pigeonhole. Like most other bacteria, bureaucracies fission when they get big enough. The FBSA, for example, split into the "Origin" departments, and now some paper-pusher has the job of shoehorning each new super into one department or another--no matter how much lube is required. They probably just go by keywords; a regular guy with an ax gets the Natural form to fill out in triplicate, but a regular guy with a magic ax gets the Magic form, even if he can't spell "spell".
The problem is that only the bureaucratic Origin can be used as a trigger in the game, so when you base in-game stuff on it, you sometimes get conflicts. Not every Magic character can talk to lightning elementals, for example--and just how many of Iron-Crutch Li's earrings can one person wear at a time, anyway*?
You can usually handwave your way around these things, fortunately, but the devs need to be very careful when adding Origin-specific material. The bureaucratic Origins are just too broad to be reliably used as story hooks.
*(Seriously, that's a big hoop.)
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.
Heehee...
Yeah, some quick research points that it may be possible to wear enough of those rings to properly enhance your build...
Maybe?
I didn't search any further...
and round up everyone that knows more than they do"-Dylan
What... No picture??
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I'm insulted!
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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All Kryptonians have the same powers as Superman. The game explicitly states this to be Natural origin.
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Regarding the Turtles, maybe they are mutant origin. Perhaps the toxic sludge only accelerated a natural mutation that was going to happen as soon as they hit turtle puberty. IT COULD HAPPEN! And maybe they actually suck at martial arts but they are able to use their mutant ability of "telekinesis - limitation: only works on self" to telekineticly move their arms and legs into MA appropriate positions. All that training they did didn't really teach them to be good at MA but it helped them develop an ability to focus and their hidden mutant TK abilities took over.
Everyone has the ability to become a MA/WP scrapper? I think even within the realm of "Natural" potential still comes into play. People may have the ability to become better at fighting through training but I don't think everyone could become the kind of seemingly super-human elite warrior that a scrapper represents.
*I'm not suggesting that the second and third paragraph have anything to do with Eiko-Chan's post. Sorry for the confusion.
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I wish that the different origins reflected sub-genres and affected what missions were available to you (or possibly affected specific elements within missions). So Natural characters got more film noir-ish stories, Tech got some evolution of a tech-society stories (Blade Runner, etc), Mutant got stranger-in-a-strange-land, identity politics, etc stories, Science got some cerebral detective stories (ala "Bones" or more fantastically "Dr. Who") and Magic got some spiritual searching, nature of reality stories.
Pinnacle
Glowworm * Brrr * Lilinoe
Protector
Kid Trance * Ms. Impala * Red Helen
Virtue
Pooka Pete
I wish that the different origins reflected sub-genres and affected what missions were available to you (or possibly affected specific elements within missions). So Natural characters got more film noir-ish stories, Tech got some evolution of a tech-society stories (Blade Runner, etc), Mutant got stranger-in-a-strange-land, identity politics, etc stories, Science got some cerebral detective stories (ala "Bones" or more fantastically "Dr. Who") and Magic got some spiritual searching, nature of reality stories.
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Also, technically the mish lines which delves to specific origin enhancements are supposedly origin-themed; which is why you get the magic origin contacts at Croatoa..
Here is my thoughts
Common boost: cost 12s
Uncommon boost: Additional cost 20s, total cost 32s
Rare component: uncommon component + 12 shards, total cost 24s. Also available as Trial reward in issue 20.
Rare boost: Requires one uncommon boost, one rare component, one uncommon component and one common component. Additional cost: 40s, total cost 72s
Very rare boost: any two rare boosts. Additional cost 72s, total cost 144s
I really should do something about this signature.
I wish that the different origins reflected sub-genres and affected what missions were available to you (or possibly affected specific elements within missions). So Natural characters got more film noir-ish stories, Tech got some evolution of a tech-society stories (Blade Runner, etc), Mutant got stranger-in-a-strange-land, identity politics, etc stories, Science got some cerebral detective stories (ala "Bones" or more fantastically "Dr. Who") and Magic got some spiritual searching, nature of reality stories.
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