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Nullification Genes are not compatible with one another
#20
The issue with the nullification genes isnt the QoL they possess, its how it drastically effects antags to such an extent that it limits them severely. Got a laser rifle from a surplus crate and you want to kill captain? Well turns out they have thermal resistance and theyre immune to your laser. Rogue AI and turn turrets onto lethal? Well someone with thermal just walks in easily and unrogues you. Got a radbow and plan on using it against a sec off, they have rad immunity and now they just saw you shoot a radbow at them, etc. Genetics heavily effects the crew vs antag game to an extent its unreasonable for an antag to account for (antags already have to grab hacking tools/sunglasses/insuls/etc for a decent chance of being effective, should we expect them to grab a mutadone hypo every round too?). Id personally prefer the nullification genes reworked for them to maintain there QoL but heavily reducing there combat effectiveness.

A few ideas for reworks.
Thermal resistance no longer works by preventing you from taking burn damage entirely. It now speeds up the rate your body will attempt to restore itself to standard tempature. Cold resistance allows your body to heat up enough to be fine in space, fire resistance allows your body to not be heated up by fire nearly as fast. Thermal resistance combines these two effects. Now if you get your hands on an egun, you dont have to worry nearly as much on who you use it on! Thermal resistance would still help against spacing/being lit on fire, however for the latter its still something you should worry about (that way plasmaflooding is still viable even when genetics put one gene up on rockbox). This change would also help with the absolute curbstomp a ling with thermal resistance has.

Anaerobic removes itself on crit like hulk, this way it no longer allows you to tank damage like a beast. Anaerobic prevents you from taking suffocation damage entirely, meaning cardiac arrest causes very little issues.

Rad resistance is mostly fine because radbow is rarely used, however give it an overlay so a radbow user can know that itll work against who theyre using it against.

Toxic resistance is probably fine as is?? It helps against lings but a ling will still knock you out, and most poison mixes tend to have other things that fuck you over alongside it.

SMES resistance is a tricky one, I dont know what to do with it, and if its fine or if its bad.

Alcohol resistance is fine, its basically just a better cyberliver but rng locked.
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RE: Nullification Genes are not compatible with one another - by Ikea - 07-25-2021, 12:41 PM

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