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Genetics Changes
#14
Ok, I understand that Geneticists not being social has been a problem in the past. I've only been playing a couple of months so I can't speak for that. But the change to make activators work on monkeys? It's broken, that's what I'm trying to say. You just change the body type to human and the activators work, no need to leave genetics and interact with people. If you're careful and with a bit of luck you can spend the entire round working from one monkey and then escape on the shuttle with the powers of a god. However, if you close that loophole, the amount of spent activators to reclaim drops dramatically along with the research rate which necessitates further changes. And while genetics may be the best it's ever been, there is still plenty of room for improvement. You still have the issue of huge redundancies in how it operates and there is little in the way of guidance for new players; to a newcomer it seems completing the code is the correct thing to do but it's completely unnecessary, and if you weren't told to reclaim the activators, there's not much chance you'd think to do that outside of trial and error.

If you want to make genetics a bit more social, how about making a handheld scanner? Make it so that there are no DNA samples in the database to start off with, and by using the scanner on a person they both collect a DNA sample to be researched, and maybe add the person to the cloning database. That way, the geneticist is forced to leave the lab at the beginning of the round and during downtimes when research is occurring to fill out the database of crew members. Depending on if you can balance it, maybe even make it have some reaction that reveals changelings and vampires so that its in the crew's interest to get the geneticist active.
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