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GENETICS
If you're worried about Genetics, you pulse the security wire on their APC and steal the battery, and laugh as they rage impotently. Haw haw haw
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Hating on genetics and geneticists is a meme at this point and anyone who does so without reason is an asshole.
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Spy_Guy Wrote:Also I think the cloner paywall should be optionally reinstated. All the proceeds go to the research budget. Prices are set by the geneticists. get in not go out
I like this on the condition that there's bargain cloning and deluxe cloning. The former is free but has some quality issues like your arm falling off, intermittent random tox damage a few minutes afterwards, mutations, or disorientation. The downsides should be kind of shit that "after treatment care" would solve if anyone actually practiced such things on the station. The later should come with some short term buffs because you have a brand spanking new body but you are at the mercy of the geneticists when it comes to the bill.
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Sundance Wrote:Yes maybe removing cloning is a bit too extreme but I do feel like with genetics now open to the public there needs to be more negative things in when you are getting cloned.
Some ideas (other than spawning as a genetic mishap with disfigurementsmile
-Spawning completely bald and beardless
-Spawning as an unknown
-Spawning with a necrosis of one of your organs or limbs, could possibly need surgery for a robotic replacement
-Spawning with incurable deafness or blindness
-Spawning as gender swapped (oh no!)
-Spawning with significant brain damage and crippling mutations that IS curable.
-Spawning with incurable dyspraxia
-Spawning body swapped by someone who was already scanned. Woops!
-Spawning with an addiction to morphine

Basically what i'm implying is that you may spawn with a 1 or 2 of these when you are ejected, more so if it's your second time being cloned. It would mean that there's more work to do after being cloned by medical doctors, if there's no medical doctors around after you are cloned... well tough shit.
It already has a downside. You spawn with less max health for each subsequent cloning after the first.

Also, on the note of removing cloning: Holy shit no don't remove cloning. That's an awful idea. No. "Hey look at me I hate fun and solarium runs we should remove cloning" fuck off. Seriously. The fuck is wrong with you?
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The only way you're going to get geneticists giving out powers to the station is if they are unable to give themselves powers without at least an accomplice. The only remotely altruistic jobs on the station right now are doctor and sec, the former because they can't do anything fun and the latter because they'll get lynched if they do anything fun. Remove injectors, so the geneticists will at least have to talk to each other if they want to be supermen.

The thing about calling for genetics to get buffed, or calling for the removal of stability, is that genetics just got buffed and updated with all sorts of new stuff just a few months ago, and spent every single round until stability was added showing the station why genetics can't have nice things. Meanwhile, the only thing robotics has gotten is cyber-hearts and robot limbs, and borgs have seen nothing but nerfs with many more in the works.

Genetics doesn't need a buff at all right now, compared to other jobs which are well overdue for updates. But if it does get changes, they need to be changes that force geneticists to be friendly with the station. Experiments with giving them the option of doing so have shown that selfishness wins out every time - remember the port-a-gene? Preventing geneticists from hogging all the fun to themselves is just about the only way to get them to share it. Sure, less people will play geneticist that way, but so what? Now that the cloner is public, geneticists aren't necessary for a functioning station, just like engineers and roboticists.
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The port-a-gene was kind of a bad idea to begin with. One of the big gripes about genetics was they didn't clone but using the port-a-gene meant that you wouldn't be there to clone anyway.

And when you did take it out in public, someone would inevitably steal it and run off to give themselves powers with it.

Removing injectors is actually probably the best idea. Just make it so stored powers can be transferred indefinitely and now people will actually have to work together for powers. And things will actually move faster because of it.
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Would anyone consider an entire rewrite for Genetics?
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Honestly it seems you want the entirety of genetics rewritten just to cater to you, because nobody else really has a problem with the genetics system as it stands, only some annoyance at the balancing of the stability system.

Also I don't really know how you can just ask for an improvement that 'makes genetics less hated', because that's more of a station culture thing and not something that slapping a few buffs on is going to fix. Giving them more powers and faster ways to get it isn't going to do it, because it's just going to lead to everyone grumbling about the superpowered assholes rampaging all round every round.
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I haven't seen a single person comment on a Genetics related thread who actually plays as a Geneticist.

Geneticists are usually played by new players or players who haven't yet seen all the powers, once they have they never come back to the job.
You see all the experienced players as scientists, in chemistry to douse the station in tile melting spray, not Genetics.

I'm asking for a rewrite of Genetics to bring people back to the job because there's nothing to make players who know what Genetics is all about and capable of, want to play it.
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The hate mob kinda scared me away from this job forever. :suicide:
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the only genetics hate I've seen is on the forums alone
ingame nobody ever has an issue
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Pigbear1 Wrote:the only genetics hate I've seen is on the forums alone
ingame nobody ever has an issue

That's because you can shoot the genetic monsters full of mutadone ingame Demonology 101
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Pigbear1 Wrote:the only genetics hate I've seen is on the forums alone
ingame nobody ever has an issue

the forum hate is bad enough because it shits all over any ideas people have to improve the geneticist job. the fact that genetics is prohibitively hard to use as a traitor should be reason enough to look over its power and ease of use. I honestly would rather have hulk traitors to fight than never see genetic powers used outside of the thermal resistances and brown note. Stability is an interesting system, but I think it goes overboard on restricting powers.
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Pigbear1 Wrote:the only genetics hate I've seen is on the forums alone
ingame nobody ever has an issue

the forum hate is bad enough because it shits all over any ideas people have to improve the geneticist job. the fact that genetics is prohibitively hard to use as a traitor should be reason enough to look over its power and ease of use. I honestly would rather have hulk traitors to fight than never see genetic powers used outside of the thermal resistances and brown note. Stability is an interesting system, but I think it goes overboard on restricting powers.
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a simple fix would be to allow geneticists to use PDA scans to research genes again. a bug has prevented smacking someone with your PDA and then seeing what cool shit they have and calling them in to get it activated for awhile now. overall genetics seems to have had a decent amount of neglect since the stability system was added (which while an interesting system was a huge nerf to the effectiveness of geneticist traitors). allowing powers that are saved to the buffer in the genetics console be added for free multiple times would also be an easy change that would see geneticists sharing more powers while giving geneticist traitors a way to murder their targets.
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