Idea for mutations and stability - 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: Idea for mutations and stability (/showthread.php?tid=10507) |
Idea for mutations and stability - Frank_Stein - 05-19-2018 I was thinking, there might be a better way to handle mutations and how stability is measured
RE: Idea for mutations and stability - MrMagolor - 05-20-2018 no it makes genetics even less-viable to play in addition to all the hate then NOBODY would bother with going to genetics if they can't get all the cool mutations regardless of whether they're available or not and having limited space would just lead to a set of mutations being the only ones people use RE: Idea for mutations and stability - Frank_Stein - 05-20-2018 (05-20-2018, 11:32 AM)MrMagolor Wrote: then NOBODY would bother with going to genetics if they can't get all the cool mutations regardless of whether they're available or not It's limited by stability. Making yourself less stable adds more slots, but also gives you a random disability associated with that slot. It's pretty similar to how it already works, only that the disability isn't chosen. You could game the system by recovering stability to clear the slot and then re-add it and hope for a more manageable disability, but it would be a tad time consuming. I'd imagine 4 to 5 being the default slot limit, with the most powerful mutations taking up three slots, plus whatever chromosomes you add. RE: Idea for mutations and stability - Superlagg - 05-20-2018 I like the idea that instability, instead of murdering you, just gave you lots of disabilities. RE: Idea for mutations and stability - kyle2143 - 05-20-2018 I see no reason to make this change as a whole. It seems like you thought of changing genetics just for the sake of changing it. It really doesn't offer anything better than the current system and makes it only slightly safer and makes it a lot more idiotproof. I think that's bad, why does it have to be safer and easier? The point of genetics is that you trade time/effort for the gains in power. Allowing it to run on autopilot so you can return every so often and collet the rewards flies in the face of non-antag ss13. It's not that this system you've thought up is bad, but it isn't particulalry better than the current system so implementing it sounds like a lot work for little gain. But I do like the idea of making cloning and genetics more related, but I'm not sure how. RE: Idea for mutations and stability - Frank_Stein - 05-20-2018 (05-20-2018, 02:51 PM)kyle2143 Wrote: It really doesn't offer anything better than the current system and makes it only slightly safer and makes it a lot more idiotproof. Basically, yeah. Main motivation was to streamline the process and to free up geneticists from being tied to their computers I figured slots are a lot easier a concept to grasp than stability and power misfire percentages RE: Idea for mutations and stability - BlackPhoenix - 05-20-2018 I think stability and misfire percentages are a pretty straightforward system, and while I do appreciate the idea of encouragement of geneticists actually cloning, I don’t think this is the right way. RE: Idea for mutations and stability - Eibel - 05-22-2018 Personally, I like parts of this, specifically the finding unknowns priority, the cloning disk additions (adding default mutations to a clone disk), and being able to make a copy of the crew member in question by completing their dna sequence stuff, that would open the ability to create clones of people who were otherwise uncloneable (gibbed for example) while still making it a tedious enough task that folks won't do it be default. RE: Idea for mutations and stability - Wisecrack34 - 05-22-2018 I like it all, would give Geneticists more free time and make genes more fun to good around with |