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Changes to deafness and blindness traits
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As of posting this, the deafness and blindness traits give you a permanent (can't be removed by genetics or cloning) mutation of blindness or deafness, and give you corresponding equipment on roundstart, such as VISORs and auditory headsets.

The problem is that these don't support job gear on those respective slots, and will actually override it. This is really bad when you're dependent on said gear, like engineering headsets for coordinating a singulo engine, or research headsets for telescience and azones.

Therefore, I propose a slight change. Whenever you spawn with these traits, they get some data tacked on to allow for the functionality of whatever they replace. For example, a blind and deaf doctor would get a VISOR with pro-doc HUD on it, and an auditory headset that can access the medical chat.

However, this cannot be replaced! If you lose these, have them stolen, or are gibbed and cloned without your gear, you can't get them back! You can't fabricate them, buy them, or anything like that. They're unique to the roundstart. If you lose them, you're screwed.

All in all, this shifts those traits from just fucking with your ability to do a job, to being more of a fair challenge.
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Changes to deafness and blindness traits - by JohnnyJohn - 12-06-2024, 06:05 PM

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