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GENETICS
#93
I glanced at your threads, and they're just a bunch of vaguely connected paragraphs saying things shouldn't be this way, or that you don't want people to bash your threads, or that you're not sure where you're going with this, and so on. There's nothing of substance there, and there's nothing in this thread either other than a big plea for people to do "something" without offering anything substantial or at all concrete to the discussion.

Stop apologising over your half-baked vague nonsense and start contributing something useful rather than just demanding a coder walk in and sprinkle some magic fairy dust over it. You've said that this is a bit of an emotional issue after you having played the job for years, so channel that into some useful ideas.

E: Right while I was posting this, a prime example of what I was talking about was quoted.

As far as radical solutions go, I'm entirely onboard with removing genetics pending one hell of a rewrite. The number of times that a geneticist ever gives a power to a non-geneticist is close enough to zero, and I'd actually love to see some metrics on that if its at all possible. Adding injectors earlier on will only benefit geneticists who either play solo, or are so engrossed in what they're doing that they never cooperate with anyone else and might as well be playing a different game anyway. The port-a-gene was meant to try and help bring genetics fun to the rest of the station, but most of the time it just meant the geneticists would fuck off to the pathology ward so they could be even more isolated from the rest of the game.

Geneticists habitually demand a fuckload of money added to the already generous research budget which isn't consumed by any other job in the game, just so they can burn through to injectors and personal superpowers faster.

Adding a cost to the cloner, and making it more available to the rest of medbay were both steps in the right direction. Resurrection is a privilege and not a right, and adding a fee just codified the bit of robbery that every geneticist who ever bothered to touch the cloner did when they touched another persons ID. Anything that gives the roboticist more of an opportunity to do their job and bring people back to life is good too - about the only time I've ever seen geneticists get proactive about trying to clone someone is when someone shows an interest in making borgs.

Let's remove genetics from the game for the time being, and give control over the cloner to the roboticist. Let's make people more aware of the drop in maximum health after successive clonings, and let people purchase a higher grade of cloning from an ATM (renting NT server farm time or something), and set their preferred method of resurrection in their will/character options.

Let's try making genetics something that can be - that has to be - done in the field, taking samples and running tests on people, generating serums for unknown powers (or disabilities) that work on the specific source first before a generic injector can be synthesised.

Let's think of something better than the current system, because as it stands, fuck geneticists and their stupid isolationist corner office.
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