06-11-2015, 02:02 AM
For the past few days I been looking at people bitch and bicker about genetics. And a complaint I seen by certain people is thats all people ever do. They don't suggest any real tangible ideas. They just whine about how things could be better without putting forth any real suggestions to fix the problem. I am here to change all that.
So I am going to take all my suggestions into one massive department overhaul thread and post them up. (Note: not a department code rewrite.) And this thread will touch on common issues and complaints people have about genetics being completely anti social is one common issue. The other is how the department has been given a super nerf bat over the past few months due to it. Anyway, I digress. Here is a list of ideas to help improve genetics as a whole.
(Major note: Any ideas that involve money or number changes are totally up to the admins. Any numbers I suggest are examples or my own thoughts. Admins have final say of course)
First off. For this overhaul to work we need to give back genetics cloning, and make injectors available from the start. Then we need to switch genetics from where it currently is up to where robotics is. Exposing it out to the station instead of having it hiding away from everyone.
Now that genetics is in its new position, add a little lobby that's connected to the main hall with some doors. Give genetics its own counter to face with customers. Here we will have 2 new machines. The first one is a genetics ran vending machine that genetics fills with DNA injector needles with the price set by the geneticists. The money from the needles sold goes into the budget.
The other machine will be a self DNA serve scanner. It will kind of look like floor scanner with a open frame, a bit like the Long range teleporter. You step into it, press it on, and it scans your DNA structure into the database for a geneticist to experiment on it. (Their PDA DNA scanning function should also work again)
The lobby will also have a morgue chute. The counter would have a credits swipe terminal. Meant for other non-standard transactions. The lobby would also have a QM style glass sliding door that goes from inside genetics to the lobby. Just in case anyone dumps bodies in there for cloning.
(Now before anyone stops reading to start shit posting me, there are more changes to be made in this overhaul. Keep reading on before jumping the gun please, thank you.)
Now that the remodeling suggestions are in lets talk about balance changes and that would benefit the department.
Now above I mentioned to make the injectors available from the start. This is going to be the main way for genetics to make it's funding. That's because their funding on round start should be cut in half or more. (Instead of 20k it's about 7.5k) Materials would also cost more.and injectors should cost a small amount (no cooldown but would cost about 50 - 150 credits per injector)
Now, now. Don't panic yet. The reason why material costs would be higher is so that the geneticists can get bonuses for doing their jobs. As for an example: Scan a new DNA subject, 1 material. Crack and unlock a new good mutation. 5 materials, Unlock a new bad mutation, 1 material. Clone someone, 3 materials.
Not only does this promote them for doing their jobs, they also would want to interact with the crew. Selling what they unlock to gain cash to pay for more materials they need, while also earning materials by doing things expected from them. Interacting with the crew. Cloning the dead, etc.
With these changes and more staff on station starting to get more powers. It would be a good idea to edit the stability costs so people don't go unstable right away and make them shy away from genetics super powers. I am not saying that they should be able to have every power in the game before they start to mutate. I am simply saying tweak the costs so that Pubbs the Engineer won't start falling apart after getting things like SMES human and thermal resistance and already starts to degenerate from it.
Cloning suggestions.
Now I won't say I was the one that thought of some of these. The guy who did can certainly stand up and say they did. Since I forgot who it was. but I love the idea... ANYWAY onto the point.
So cloning has been a thing of genetics for a long time that tends to be neglected in the past. With some the above proposed ideas, this fixes it a bit.
The next problem is, people saying that cloning is overpowered, with some people trying to even suggest to outright remove it! (I Know! I couldn't believe it either then I heard it! it's such a ridiculous thought!) Which came about because of the simple idea of blocking cloning with a paywall.
Now this suggestion is a lot more involved. Instead of a paywall. People should and can be scanned and cloned like normal. Downside is that they get a random bad mutation genetics CANNOT remove from their body. They are stuck with it till they get recloned. Each time you are cloned you get more inherent genetic defects which pile on (Might not be bad to add 2 defects per cycle) And they stack up, but re-randomize per cycle.
Now, to circumvent this issue there would be a computer terminal (Machine?) added called a gene bank. The Gene bank lets you broker and pay for perfect copy templates of a person you wish to clone. Cloning the person using this template instead of a scan of their body will let them clone in perfect condition with no side effects (Like how cloning now works) You also get a materials bonus for doing so! The downside however is the cost... Which would be about 2k - 5k credits per template.
Anyway. This is all my ideas I have for now. I know there was a few other things i wanted to throw in but I cannot remember then at the moment.
Lets work together to fix genetics.
So I am going to take all my suggestions into one massive department overhaul thread and post them up. (Note: not a department code rewrite.) And this thread will touch on common issues and complaints people have about genetics being completely anti social is one common issue. The other is how the department has been given a super nerf bat over the past few months due to it. Anyway, I digress. Here is a list of ideas to help improve genetics as a whole.
(Major note: Any ideas that involve money or number changes are totally up to the admins. Any numbers I suggest are examples or my own thoughts. Admins have final say of course)
First off. For this overhaul to work we need to give back genetics cloning, and make injectors available from the start. Then we need to switch genetics from where it currently is up to where robotics is. Exposing it out to the station instead of having it hiding away from everyone.
Now that genetics is in its new position, add a little lobby that's connected to the main hall with some doors. Give genetics its own counter to face with customers. Here we will have 2 new machines. The first one is a genetics ran vending machine that genetics fills with DNA injector needles with the price set by the geneticists. The money from the needles sold goes into the budget.
The other machine will be a self DNA serve scanner. It will kind of look like floor scanner with a open frame, a bit like the Long range teleporter. You step into it, press it on, and it scans your DNA structure into the database for a geneticist to experiment on it. (Their PDA DNA scanning function should also work again)
The lobby will also have a morgue chute. The counter would have a credits swipe terminal. Meant for other non-standard transactions. The lobby would also have a QM style glass sliding door that goes from inside genetics to the lobby. Just in case anyone dumps bodies in there for cloning.
(Now before anyone stops reading to start shit posting me, there are more changes to be made in this overhaul. Keep reading on before jumping the gun please, thank you.)
Now that the remodeling suggestions are in lets talk about balance changes and that would benefit the department.
Now above I mentioned to make the injectors available from the start. This is going to be the main way for genetics to make it's funding. That's because their funding on round start should be cut in half or more. (Instead of 20k it's about 7.5k) Materials would also cost more.and injectors should cost a small amount (no cooldown but would cost about 50 - 150 credits per injector)
Now, now. Don't panic yet. The reason why material costs would be higher is so that the geneticists can get bonuses for doing their jobs. As for an example: Scan a new DNA subject, 1 material. Crack and unlock a new good mutation. 5 materials, Unlock a new bad mutation, 1 material. Clone someone, 3 materials.
Not only does this promote them for doing their jobs, they also would want to interact with the crew. Selling what they unlock to gain cash to pay for more materials they need, while also earning materials by doing things expected from them. Interacting with the crew. Cloning the dead, etc.
With these changes and more staff on station starting to get more powers. It would be a good idea to edit the stability costs so people don't go unstable right away and make them shy away from genetics super powers. I am not saying that they should be able to have every power in the game before they start to mutate. I am simply saying tweak the costs so that Pubbs the Engineer won't start falling apart after getting things like SMES human and thermal resistance and already starts to degenerate from it.
Cloning suggestions.
Now I won't say I was the one that thought of some of these. The guy who did can certainly stand up and say they did. Since I forgot who it was. but I love the idea... ANYWAY onto the point.
So cloning has been a thing of genetics for a long time that tends to be neglected in the past. With some the above proposed ideas, this fixes it a bit.
The next problem is, people saying that cloning is overpowered, with some people trying to even suggest to outright remove it! (I Know! I couldn't believe it either then I heard it! it's such a ridiculous thought!) Which came about because of the simple idea of blocking cloning with a paywall.
Now this suggestion is a lot more involved. Instead of a paywall. People should and can be scanned and cloned like normal. Downside is that they get a random bad mutation genetics CANNOT remove from their body. They are stuck with it till they get recloned. Each time you are cloned you get more inherent genetic defects which pile on (Might not be bad to add 2 defects per cycle) And they stack up, but re-randomize per cycle.
Now, to circumvent this issue there would be a computer terminal (Machine?) added called a gene bank. The Gene bank lets you broker and pay for perfect copy templates of a person you wish to clone. Cloning the person using this template instead of a scan of their body will let them clone in perfect condition with no side effects (Like how cloning now works) You also get a materials bonus for doing so! The downside however is the cost... Which would be about 2k - 5k credits per template.
Anyway. This is all my ideas I have for now. I know there was a few other things i wanted to throw in but I cannot remember then at the moment.
Lets work together to fix genetics.