Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Improving the Genetics lab
#2
As a player typically dedicated to science, the pushiness of some folks wanting superpowers can be iffy, and some method of distancing the geneticists from the people they're scanning would be appreciated. I can tell you from firsthand experience (both on the receiving and the giving end) that geneticists are quite possibly in the single most vulnerable position on the entire station ever. Since they are the ones in charge of a lot of important and powerful stuff, combined with their complete and utter lack of built-in security, you can COUNT on geneticists being gone within the first bit of any given round. Somehow, through some means, Geneticists need some way to regulate the people barging into their offices and demanding laser eyes.

Having some way of activating one's own genes would also be insanely helpful, and perhaps cutting bac on some of the cooldown times? I know that the idea of the Geneticist is tedium at the reward of awesome superpowers, but there doesn't tend to be much room for tedium in the average game round, so having SOME way of speeding up the process, perhaps with an appropriate cut to the research budget, would help.
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 1 Guest(s)