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Turn top half of genetics into cloning.
#38
I'm sorry for being a schmuck in my last post, I'll try to be more constructive. (Also I was hoping to post this before someone else posted but it looks like I failed).

A suggestion that cropped up in the other thread was to go the other route, and just make Genetics smaller, to sort of force the issue of people leaving bodies where geneticists can actually see them.

I've done this before myself, to some success, even before this incarnation of the station was implemented. The issue was the same back then, as far as I'm concerned. Most of the time when I get people breaking into genetics, it's people who haven't once come down to where I can see or hear them to tell me they have a body to clone. They just leave it near the north entrance without a word, and then someone comes later to find a pile I didn't know was there, and they break in thinking I'm AFK. My fix for this was to bolt open that north airlock, and set up a bunch of r-tables along that same line, like a desk where I could see it. This let people just shove bodies onto the table so I could take them and clone them without worrying so much about people breaking in and stealing stuff or causing a ruckus, while still allowing people to bring me bodies to clone. The only problem was when people wouldn't bother to put them up on the desk, so it was an inelegant solution, but just moving the airlocks down there might not be a bad idea.

The main problem with allowing wider access to the cloner is that it makes things harder for certain traitors. As it stands, you can take out the two geneticists without much issue and that's that, people won't realize there's a problem for a while and that whole time the cloner's out of commission. Allowing medical access means you'd have to murder all of medbay for the same effect. Ugh, that button...
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