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Remove the Genetics job and
#46
Another part of the problem I didn't mention before is that in addition to not knowing where every dead person is on the station, doctors also don't know when a body is actually capable of being cloned or not. Even if a body isn't rotted, the player might have his DNR set to on, or they might have just fucked off to another server and thus just be braindead. When that happens, genetics ends up with a stack of unclonable bodies in its office, and jerks pass by the office and think "look at these lazy assholes" just because we haven't gotten around to reclaiming the bodies yet, since there isn't an active need for more biomatter. And nobody actually TRUSTS us to do our job even when we are. Even if someone does drag a body to where we can see it and asks us to open the door, half the time it's not so that we can take the body and clone it, they just barge on past us and do the cloning before we can even ask for the CHANCE to do our job. Then they just sit there waiting for the person to get cloned and in the meantime stare daggers at us like it's our fault the person died in the first place.

My comment about medic access = public access was made more under the assumption that you meant to make the cloner open to medbay, rather than making it another walled-off area with a medbay-access airlock, like the morgue or something (though at that point you may as well replace the morgue with it).

If I had to make another suggestion, though, and I probably already made it: Medics, if you want a geneticist to clone someone, here's your best ways to make sure they'll do it without being a grieflord:

1) Use the medical radio channel. Purple text is easy to see even when someone's not paying active attention. It at least assures they'll notice that the channel is being used if they can even see the radio window. This should improve chances they'll listen at least 30%.

2) Bring the bodies to the southwestern airlock. Seriously. Don't use the morgue, the morgue chute is 90% joy-riding assistants and changelings and traitors. Also, the roboticist is far more likely to go for those bodies. Bring them where we can see them without having to stop working. Personally I will always go to clone someone when someone does this (maybe not ALWAYS because I'm human and I forget sometimes, but I try), because it doesn't interrupt my workflow. I don't have to stop working just to go up and CHECK if there's bodies, because I'll KNOW there's a body.

3) Don't loiter. If you want to stay to make sure we take the body in, great, no problem. As long as you're not busting your way in, that's fine. But people hovering around us makes us paranoid, for the very fact that we're paying half-attention. At least 75% of my deaths as a geneticist have been because I couldn't get out of the modifier window fast enough to react, or because there's literally no way to react fast enough when a changeling is standing right behind you. So that sort of thing is a reason we're so paranoid.

4) If you're going to beg for powers, do it after the 30 minute mark or so, assuming someone's been in there working all round. It takes that long to get anything concrete, and anything before that is just shooting in the dark, and if we're activating stuff on you that soon, it's because we're just guessing, and you could end up with anything. So unless you want that, don't.

I'm with Marquesas, though, I think the whole thing is silly and blown out of proportion and frankly very silly. People break into genetics so goddamn much already, you might as well keep doing it if you're so impatient about it.


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