# Reproduction System Overhaul

**URL:** <https://forum.revolutionarygamesstudio.com/t/reproduction-system-overhaul/175>\
**Category:** Gameplay\
**Created:** [March 12, 2016, 2:04am UTC](https://forum.revolutionarygamesstudio.com/t/reproduction-system-overhaul/175 "2016-03-12T02:04:18Z")\
**Posts on this page:** 1\
**Showing post:** 21

<div class="post-metadata">

**Author:** ![TheCreator](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/thecreator/32/64_2.png) [@TheCreator](https://forum.revolutionarygamesstudio.com/u/TheCreator)\
**Post date:** [March 19, 2016, 5:43pm UTC](https://forum.revolutionarygamesstudio.com/t/reproduction-system-overhaul/175/21 "2016-03-19T17:43:37Z")

</div>

Completely agree with what moopli says.

1. I was thinking that a good idea for right now would be to make all cell processes work close to complete efficiency, and then in the future releases, we could “downgrade” them and allow the player to evolve them back to an optimum efficiency. So for now, DNA should be kept as a separate stage.
2. I’m currently working on procedural movement for the organelles, so it shouldn’t be too hard to scale, say, mitochondria along the y-axis and then when they get too big, split them in half.
3. Yeah, so we could create a process that simply uses up protein and fatty acids to show that some organelles are constantly being reused. Alternatively, we could add an extra cost to digesting food obtained by phagocytosis (the cost of making the lysosome).

---

_[View the full topic](https://forum.revolutionarygamesstudio.com/t/reproduction-system-overhaul/175)._
