Traitor Geneticist items - Mutator Pen / Radiation Grenades - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Traitor Geneticist items - Mutator Pen / Radiation Grenades (/showthread.php?tid=2872) Pages:
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Traitor Geneticist items - Mutator Pen / Radiation Grenades - SL the Pyro - 07-26-2014 I got a lot of positive feedback in the Official Traitor Items Discussion Thread as well as in-game about these ideas for unique Geneticist traitor items, so I thought I'd make an official idea thread for them in the hopes that they might get approved. Mutator Pen Radiation Grenades Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - DyssalC - 07-26-2014 What if the mutator pen, rather than starting with three random bad mutations, let you instead load up any three researched mutations? You discover hulk, immediately load it onto the pen rather than wait for injectors, and then go around gib-suplexing. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - Amuys - 07-26-2014 I'd thought it'd be cool if traitor geneticists could have something that upgrades mutant powers. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - mozi - 07-27-2014 DyssalC Wrote:What if the mutator pen, rather than starting with three random bad mutations, let you instead load up any three researched mutations? it works that way as SL Pyro describes it. like the sleepy pen, if you want to customize it, just empty out the preloaded stuff on some worthless lab monkey/staff assistant then load up your own mix. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - KikiMofo - 07-27-2014 Really good ideas. Genetics needs SOMETHING for a traitor item. Traitor genetics rounds are really really slow cause you need to do all the research and stuff to get the powers. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - pizzatiger - 07-27-2014 mozi Wrote:DyssalC Wrote:What if the mutator pen, rather than starting with three random bad mutations, let you instead load up any three researched mutations? The thing i don't get is....why spend money on the mutator pen if you still need to wait 50 hours to get the injector which you still need to load into the pen AND does the same thing except is slightly faster when injecting other people Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - mozi - 07-27-2014 pizzatiger Wrote:mozi Wrote:DyssalC Wrote:What if the mutator pen, rather than starting with three random bad mutations, let you instead load up any three researched mutations? Because this way the victim would have no indication of what caused the mutation. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - KikiMofo - 07-27-2014 mozi Wrote:Because this way the victim would have no indication of what caused the mutation.Except for the dude standing right next to him just like when people sleepypen drugs with text that shows. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - mozi - 07-27-2014 KikiMofo Wrote:mozi Wrote:Because this way the victim would have no indication of what caused the mutation.Except for the dude standing right next to him just like when people sleepypen drugs with text that shows. Quote:The mutations from the pen take a few seconds to activate (so you have time to get away and not be ratted out!), but when they do, they go off all at once. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - BadClown - 07-27-2014 I would definitely like to see this, geneticist is such a delayed traitor role with the access they have, and this is a very nice way to speed up their go-time a bit. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - SL the Pyro - 07-27-2014 mozi Wrote:it works that way as SL Pyro describes it. like the sleepy pen, if you want to customize it, just empty out the preloaded stuff on some worthless lab monkey/staff assistant then load up your own mix.... That's... not quite correct either. Which is my fault because I just now realized that I didn't clarify it in the specs. The blurb for "infinite uses" on the Mutator Pen meant that it injected the mutations - but still kept them afterwards, so they could be used on multiple victims. Just emptying them out on monkeys or something wouldn't work, this is why I included right-click options to flush mutations. Alas, you can't spread chaos effectively with mutations if the pen only gets one shot per load! pizzatiger Wrote:The thing i don't get is....why spend money on the mutator pen if you still need to wait 50 hours to get the injector which you still need to load into the pen AND does the same thing except is slightly faster when injecting other peopleI did consider doing it like this at first, but I decided that would've been way too overpowered, not to mention completely awful for stealth since everyone would know what was going on if multiple people had mutations two minutes into the round. Infinite injections of any three mutations (or six, if he buys two pens) can easily be either horrendously crippling or absurdly godlike if the user knows what to inject, so I'd like to keep the requirement for DNA Injectors as a bit of a restraining bolt so the traitor has to work for his supercripple/superhuman injector. ...Now, with these things said, there's something I'd like to ask: are the Telecrystal prices for both the Mutator Pen (4) and Radiation Grenades (8) acceptable? I'm wondering of the pen's is too low and if the grenade's is too high. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - SL the Pyro - 07-27-2014 SL the Pyro Wrote:I did consider doing it like this at first, but I decided that would've been way too overpowered,...And now I'm misreading things, because I thought pizzatiger was suggesting the same thing DyssalC did. Whoops. also why the fuck can't we edit posts Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - Crumplehat - 07-27-2014 This could actually give geneticists a reason to research disabilities with fuckhuge locks on them like deafness and mute. Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - mozi - 07-27-2014 SL the Pyro Wrote:mozi Wrote:it works that way as SL Pyro describes it. like the sleepy pen, if you want to customize it, just empty out the preloaded stuff on some worthless lab monkey/staff assistant then load up your own mix.... That's... not quite correct either. Which is my fault because I just now realized that I didn't clarify it in the specs. that sounds cool but then someone could easily blind the entire crew with no effort that way Re: Traitor Geneticist items - Mutator Pen / Radiation Grena - Noah Buttes - 07-27-2014 mozi Wrote:SL the Pyro Wrote:mozi Wrote:it works that way as SL Pyro describes it. like the sleepy pen, if you want to customize it, just empty out the preloaded stuff on some worthless lab monkey/staff assistant then load up your own mix.... That's... not quite correct either. Which is my fault because I just now realized that I didn't clarify it in the specs. And that's a problem WHY? It'll be pretty fucking obvious what's going on once everyone starts going blind! |