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Genetics: The Good, The Bad and The Ugly
#61
I've seen body mounds in the past. I, perhaps fortunately, haven't been witness to some of the more terrible, xenophobic geneticists, but I've had my fair share of console-staring jerks.

And yeah, most people just end up cloning themselves. But, the more people start cloning themselves, the more it becomes established that geneticists barely even need to clone anyone if people are just going to do it without intervention anyways. If geneticists cloning people starts becoming the exception instead of the rule, then why give geneticists dominion over the cloner in the first place? But THEN a problem arises in that geneticists would then have the one big reason for crew interaction gone and have absolutely no reason to, as mentioned before, not interact with anyone ever. And yet, isn't that what most of them do already?

The whole thing just strikes me as a no-win situation from all fronts, and it's frustrating as hell.
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#62
BaneOfGiygas Wrote:But THEN a problem arises in that geneticists would then have the one big reason for crew interaction gone and would then have absolutely no reason to interact with anyone ever, as mentioned before. And yet, isn't that what most of them do already?
Correction to a horribly botched attempt at a sentence.

Note to self: Try not to fiddle with complicated sentence structures after midnight.
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#63
I see how stability can be a good thing, stopping innocent players running around with tele hulk x ray trolling the whole station.

However if you're a traitorous Geneticist, you can't have fun.

Your job role at that point is completely pointless, you're literally unable to make any mixture of powers that could benefit you in taking over the station, without your skin falling off.

If you're a Chemist you can make the deadliest spray bottle known to man, It will blind you, rip off your face and put a whole through the station, heck. Add that to a flamethrower too!

If you're a Roboticist you can emag every single robot that comes through your way into space flying reinforced speed boosted killing machines.

If you're a Scientist you can make bombs that can literally take 12x12 chunks of the map and turn them into space, killing everything in an even larger size.

If you're even just a plain old medic, You can find evil ways to get rid of people and you carry a badge that says trust me, I'm here to help.

Now.. Now If'you're a Geneticist you can make some really coo- oh wait you can't because your face will fall off and then you'll gibber like "lblblbll bllblbl blblbblb" and die.

People who abuse Genetic powers as non antags should be punished, not the job.
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#64
Maybe traitorous geneticists could get a traitor item that gives them a little more stability, or a couple of freebies that don't raise stability or something. It wasn't just geneticists rampaging as non-antags that was a problem, x-ray spotting a changeling and then busting in to lazer eyebeam him to death and TK lazering blob nuclei were just as unfun.
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#65
But surely if a blob comes around Roboticists will get their Borgs to go help, Scientists will make some ungodly concoction and scientists will make bombs to hell.

God forbid Geneticists get to use their assets.


Id also like to point out, and maybe this is just because I have the worst luck with comes to the traitor randomiser, but in about 30 geneticist rounds the past week I haven't had a single traitor round.
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#66
For a fun time, mindslave a geneticist.

Let it be said genetic stability is the best thing that's happened to genetics in a long time. Remember that disabilities increase your stability. If you want to be a killing machine now, you gotta learn to minmax that shit.
Stability is going nowhere.

*assuming your idea of fun is throwing telecrystals down the drain
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#67
I gave someone obesity and Tourettes and their stability stayed the same.
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#68
Jean-Luc_Picard Wrote:Fact of the matter Is, the easier you make it for Geneticists to give powers away, the more chance they'll be likely to do It.

Right now, with research and stability, the more people coming into your work space the more frustrating it is to work.

#MakeGeneticsAHappyWorkEnviroment2038

Making it easier for Geneticists to give powers away doesn't do shit. It's far easier for Geneticists to give people powers than ever before, thanks to the power storage functionality that came with the addition of combinable powers and allows powers to be transferred from monkey to human without any need for injectors. I've said it before and I'll say it again - the only use of DNA injectors right now is for Geneticists to give powers to themselves, because with anyone else, you can just pull powers off a monkey, get a person to hop in your scanner, and put those powers on that person. In addition, the research materials regen rate is increased as long as Geneticists don't let anyone else touch the cloner, and Genetics briefly had the Port-A-Gene which was designed to let Genetics take the scanner out of their workplace but just led to bad behavior instead of power-sharing. Genetics has been given buff after buff to make it easier to give people powers, but instead, people have either ignored the buffs or taken advantage of to make giving themselves all the powers even easier.

I'm not aware of any single chem that gives people auto-cloak when not moving, lets them attack from across the room, allows them to see through everything, gives them the ability to unleash an explosive fart that stuns people, and buffs up their arm strength so much they can punch through walls. Sure, "kills people with a single spray bottle spritz" is nasty, but no more so than a C-saber. Doing any one of those things is enough to pull off some pretty nice traitoring, though, especially when geneticists can also sabotage the cloner, feed corpses into the reclaimer instead of the cloner, spread monkeys with nasty mutations like Radioactive and the teleporting one, and they also have full Medbay access so they can do almost everything a traitor doctor can do. They literally have access to every single doctor option except poison bottles and the syringe gun, plus they have mutations and full control over the cloner. Being unable to become a near-immortal ultra-mega-superhuman does not mean that Geneticists are not hard up for murder options.
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#69
I don't have a problem with the idea of stability.

Its just even with negative "powers" there seems to be absolutely no stability gained.

The only ones that probably give a large amount are blindness deafness and seizures.

If someone would be willing to update the wiki it might give stupid people IE myself a reasonable guide to go on.
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#70
Jean-Luc_Picard Wrote:I don't have a problem with the idea of stability.

Its just even with negative "powers" there seems to be absolutely no stability gained.

The only ones that probably give a large amount are blindness deafness and seizures.

If someone would be willing to update the wiki it might give stupid people IE myself a reasonable guide to go on.


http://pastebin.com/PDeZvpCt
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#71
How about making an injector instead gives 2? It wouldn't really change much, other than the geneticists throwing the spare at the hallway, but hey, it's progress, right? smile
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#72
FloozyBarge Wrote:
Jean-Luc_Picard Wrote:I don't have a problem with the idea of stability.

Its just even with negative "powers" there seems to be absolutely no stability gained.

The only ones that probably give a large amount are blindness deafness and seizures.

If someone would be willing to update the wiki it might give stupid people IE myself a reasonable guide to go on.


http://pastebin.com/PDeZvpCt

What this tells me is, the only way I can have multiple powers, or even just a single boosted power.

Is if I'm Blind, Deaf, Collapsing to the ground because my muscles dont work, have epileptic fits or sound like a nutcase, and that's only 1 of the Gyrus alterations.

The ratio of negative points to positive points is about 20:1 here... What the hell is up with that.
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#73
Carlarc Wrote:How about making an injector instead gives 2? It wouldn't really change much, other than the geneticists throwing the spare at the hallway, but hey, it's progress, right? smile
That's actually a good idea. At the very least, it'll make it resource easier on the two geneticists.
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#74
Jean-Luc_Picard Wrote:Is if I'm Blind, Deaf, Collapsing to the ground because my muscles dont work, have epileptic fits or sound like a nutcase, and that's only 1 of the Gyrus alterations.

The ratio of negative points to positive points is about 20:1 here... What the hell is up with that.
Blindness and Deafness are easily negated with equipment that you can get right there in medbay. That's 40 points right there.
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#75
I just think some of these numbers need to be reconsidered.

Blindness and deafness should be atleast 30 each or more.
You're making yourself blind and deaf for pitty sake, meaning you can't have a nice headset or sunglasses on too.

Obesity means you can't wear any clothes and have SEVERE Speed reduction so why is it only +5?

There's a lot more in the list I might question when I'm not on my mobile phone, these are the first original numbers so I'm sure there's room for change :3

Atleast I hope spy guy will agree.
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