04-15-2016, 09:09 PM
(04-15-2016, 08:44 PM)Camnui Wrote:(04-15-2016, 04:40 PM)Noah Buttes Wrote: Maybe a half-way point could be found.giving injectors of stored mutations sounds like it's just asking for trouble, maybe have it so the geneticists can shove injectors into the machine, making it so said machine will produce injectors of it for cash for the rest of the round, meaning not only do the crew get powers, geneticists can save good injectors using the machine with a lot less hassle.
My idea requires some retooling of the existing genetics DNA machinery, but I think it'd work.
First, separate the activator/injector vending and recycling into a third machine. It's kinda weird for a computer to be directly vending and recycling needles anyway.
Next, Re-purpose the little wash closet to the left of the morgue into a tiny genetics access booth, with two chairs, and two computers. Move the rightmost sleeper in the medical lobby over to where that small table by the north morgue entrance is now. Turn the walls into glass, and put two injector/activator units directly opposite the DNA computers. Flank the injector/activator units with DNA scanners.
Now you've got public access scanners and injector/activator vendors, but you still need the geneticists in order to actually do anything. The crew gets super powers, genetics quits being a bunch of recluses, and everyone's happy.
Hell, this even provides a justification for why geneticists have medbay access.
Related but optional idea: Make it so people can stick cash into the injector units in order get injectors of stored mutations without a geneticist's help.
It also means that some random chucklefuck can't just check the machine and get hulk-xray-thermal resist because a geneticist left it in their storage, whether or not it gets shared is up to the geneticist.
I meant to include this in my original post, but WHOOPS.
The geneticist sets what mutations are for sale.