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Genetics Ideas/Discussion/Grumpin'
#82
Lombardo2 Wrote:I like the ability to research them, but I propose to increase the materials cost to about 60 and the research time to about 400 seconds, that would discourage abusing this feature. To counter that, when you activate an unknown mutation that mutation is automatically researched. If it is a disability you would need to stabilize another sequence in order do deactivate it.

Researching mutations already takes a massive toll on the amount of materials available - there is a plethora of mutations already, which makes mutation research long already. This is a very bad idea, especially combined with idea #3. The only thing this would do is RDs asking for the entire station budget for research instead of the sensible credit amount right now. Earlier on, you use a literal truckload of materials on researching mutations, while later on, your material is eaten by injectors/scrambling. The counter is also bad, because you could pretty much research most of the mutations by activating all of them on the available monkeys.

Lombardo2 Wrote:I propose that when changing a single pair gen, the subject will get small radiation, the amount of radiation he will can be decreased by researching upgrades. Also, everytime you change it, you have a chance of modifying a random pairs in some potential, and a very small chance of activating a disability that then would need to be stabilized before deactivating it.

The whole point of this was to make genetics deterministic and yet you want to make it a random mess AGAIN???????

Lombardo2 Wrote:I propose a limit of 3 at the beginning of the round, that limit can be increased up to 8 with upgrades

With the general researches taking up to 10 minutes already, most of your research slots would become useless and you couldn't research mutations.[/quote]

Lombardo2 Wrote:===Conclusion===
this whole thread is dumb
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