06-04-2015, 01:32 PM
Sundance Wrote:Good god isn't this a big hefty pile of built up emotion. Large and bold text galore. I know how you feel, but the coders are under no obligation to pay attention. If you haven't noticed, the ideas forum is where grandiose ideas go to die, or where people tear each other to bits over the new hot topic.
It is emotional for me, because Genetics has always been one of my favorite jobs for 5 years of spacestation I've loved the job, and with Genetics how it is now I'm probably playing the job role less than I ever have, over every station I've played on.
Sundance Wrote:First off as someone who doesn't even play genetics: Make genetic injectors available wayyyy earlier in research.
atomic1fire Wrote:I kinda think Injectors should be availible at the start of the round.
Geneticists could find one good or fun gene, make a few copies and sell it via market or whatever. If someone wants to stability OD on hulk, fire proof, and tk that's their fault.
The amount of deja vu I'm getting here is crazy. A ton of people agreed with making injectors more readily available in my first thread yet nothing was done, not even a single staff members opinion on the feasibility.
I'll just say it again, this is a thing a bunch of people seem to be ok with happening. Even people who don't touch the job, Geneticist.
Sundance Wrote:Secondly, make tie in the money scanner in genetics to the research funds.Like it, however more pressing problems need to be addressed before this is a thing.
magic mountain Wrote:Those are some big threads and I haven't read them or any of this forum, could you sum up your proposed changes real quick?
Well It's kinda difficult to summarize, there was a lot talked about and a lot of changes proposed. It really would be worth a gloss over, if you think you're up to changing Genetics around and improving the job for everyone.
A lot of people seem ok with injectors being readily available, however while I would welcome that I don't think that's where the problem for me personally lies, for me It's how Genetics used to be a "traitor-able job role". By traitor-able job role I mean a job that you can use to give yourself a significant boost to help with being a traitor. Yes there are powers that could help you significantly but at a cost of being blind, having to wear those funky glasses which give you horrible vision or your hearing, having to use a basic headset.
Not to mention giving yourself these powers will take a good half an hour to research injectors, and even longer if you're unable to find the power you want. Chemists don't have such a painful wait time for the horrible concoctions they can make. To "fix" some of this readily available injectors would help, not only by helping someone who wants to give themselves powers to be a traitor, but so Geneticists can more freely give away helpful powers, not having to wait 30-40 minutes for research and then spend 40 material on each injectors plus time between injectors.
As for more powers, the second thread posted up top is only 2 pages long and includes some interesting powers, making making an official staff made thread for Power ideas and or feedback thread to make sure the changes are making are helping.
All I ask for a coder to keep track of Genetics and try to make powers a factor in the station again.