# Upgrades, Unlocks, & Endosymbiosis Master Thread

**URL:** <https://forum.revolutionarygamesstudio.com/t/upgrades-unlocks-endosymbiosis-master-thread/915>\
**Category:** Gameplay\
**Created:** [July 28, 2022, 10:08pm UTC](https://forum.revolutionarygamesstudio.com/t/upgrades-unlocks-endosymbiosis-master-thread/915 "2022-07-28T22:08:16Z")\
**Posts on this page:** 1\
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**Author:** ![Deus](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/deus/32/1906_2.png) [@Deus](https://forum.revolutionarygamesstudio.com/u/Deus)\
**Post date:** [May 26, 2023, 9:09pm UTC](https://forum.revolutionarygamesstudio.com/t/upgrades-unlocks-endosymbiosis-master-thread/915/61 "2023-05-26T21:09:39Z")

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Working through upgrades, I have found external parts to be the easiest to navigate through. Internal parts are a bit difficult to work with because they represent processes, but more scientific research about variations in metabolic strategy can offer interesting alternatives. I think ultimately, editing metabolic processes would represent different niches, while external part upgrades will largely represent different abilities and powers for the player to use. I think we should consider a larger discussion about the controls players will have over metabolism before we dive _very_ deeply into various parts.

* * *

Here are some external part upgrade proposals. Note that I didn’t come up with the majority of these, I just compiled previous discussions and added a few bits of commentary or a few new proposals.

Also note: (V) indicates a variant, while (M) indicates a modification.

* * *

**Oxy-Toxy**

Structural

- _Increased Production (M)_ – Increases the rate of oxy-toxy generation, but increases the ATP costs attached.
- _Potency v. Rate of Fire (M)_ – Choose between a slow-firing and expensive but destructive burst of toxicity or a rapid-firing and cheap but less damaging toxin projectile.

Toxicity

This will be a drop-down menu with choices.

- **Damage** – The default toxin, inflicts max damage.
- **Damage Per Second** – Inflicts less damage over a large amount of time.
- **Disable Movement Parts** – Disables Cilia and Flagella for a duration of time.
- **Obscure Vision** – Darkens the vision of cells. For AI cells, slows them down slightly and reduces the propensity to flee or attack.

* * *

**Flagella**

Structural

- _Fast-Twitch (M)_ – Increases max speed, but increases ATP consumption.
- _Thickness as Max-Speed v. Current Resistance (M)_ – Less thick flagella are more quick, but are weaker against currents. Thicker flagella are less quick, but are resilient to currents.
- _Length as Short, Rapid Sprint v. Long, Paced Sprint (M)_ – Longer flagella makes sprint speed faster, but lasts much shorter. Shorter flagella makes sprint speed slower, but stamina much longer.

* * *

**Pilus**

Structural

- _Length as Damage Range v. Damage (M)_ – Shorter pilus inflict more damage but at a shorter range. Longer pilus inflict less damage but at a longer range.
- _Thickness as Damage v_ . _Mass_ _(M) –_ Thinner pilus inflict less damage but slow down cells much less, while thicker pilus inflicts more damage but slow down the cell more.
- _Straw Pilus (V)_ – Less damage, but hostile resource transfer occurs. Goes through most armor.
- _Toxic Pilus (V)_ – Less damage, but toxin transfer occurs. Goes through most armor.

* * *

**Slime**

Structural

- _Increased Production (M)_ – Increases the rate of slime generation, but increases the cost on glucose.
- _Force v. Amount Expelled (M)_ – Increases the speed gain from expelling slime, but requires much more slimeto be expelled at a time.
- _Mucocyst (V)_ – A shield ability. When toggled, instead of expelling gel, the cell casts a hardened casing which completely negates engulfment and damage. However. Players are immobilized, and processes are paused. Has a minute cooldown.

* * *

**Chemoreceptor**

Structural

- _Cell-Tracing (V)_ – Can trace cells, but not compounds.
- _Max Range v. Minimum Amount (M)_ – A greater detection range allows players to trace compounds across greater distances, but requires a greater concentration of compounds to be detected. A smaller detection range doesn’t give players the same vision over distance, but allows the detection of more minimal amounts of compounds.

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