Frances Posted September 14, 2015 Posted September 14, 2015 So where exactly within lore do major powers (hulk, tk, wallhack, coldresist) fit? Are they something that is widely known (and if so why is NT researching them every round, and why isn't every sentient being in Tau Ceti a telekinetic hulk already?), or are they a brand new discovery (and if so should everyone pretend to be really, really surprised every round that they get found?)
Frances Posted September 14, 2015 Author Posted September 14, 2015 So where exactly within lore do major powers (hulk, tk, wallhack, coldresist) fit? Are they something that is widely known (and if so why is NT researching them every round, and why isn't every sentient being in Tau Ceti a telekinetic hulk already?), or are they a brand new discovery (and if so should everyone pretend to be really, really surprised every round that they get found?)
Guest Marlon Phoenix Posted September 14, 2015 Posted September 14, 2015 Messing around with genes causes weird things to happen. As it stands, Nanotrasen knows that there are weird things going on in the genetics of all the races. The genetics lab (outside the new biologist role) is meant to tap into the hidden genes and see what they can discover. To balance out the fact superpowers are discovered every round but we obviously can't keep people with telekenisis canon (unless...) the lore team has been in a bit of a kerfuffle trying to explain why they have to be rediscovered every round. If I remember right, we more or less settled on the powers being temporary. Powers can emerge and be stored in their little injectors, and scientists can run around with telekenisis. But the powers weaken, then completely disappear. Nanotrasen's genetic department is, lore-wise, supposed to be trying to find a way to discover new weird things in species and find out what you can do to/with them, and bring their research findings to CC so they can snatch it up and go "wtf". They do research at the Odin on it, but again, the genetic code 'expires' after a few days. That probably seems really dumb but it's the best we got so fight me
Guest Marlon Phoenix Posted September 14, 2015 Posted September 14, 2015 Messing around with genes causes weird things to happen. As it stands, Nanotrasen knows that there are weird things going on in the genetics of all the races. The genetics lab (outside the new biologist role) is meant to tap into the hidden genes and see what they can discover. To balance out the fact superpowers are discovered every round but we obviously can't keep people with telekenisis canon (unless...) the lore team has been in a bit of a kerfuffle trying to explain why they have to be rediscovered every round. If I remember right, we more or less settled on the powers being temporary. Powers can emerge and be stored in their little injectors, and scientists can run around with telekenisis. But the powers weaken, then completely disappear. Nanotrasen's genetic department is, lore-wise, supposed to be trying to find a way to discover new weird things in species and find out what you can do to/with them, and bring their research findings to CC so they can snatch it up and go "wtf". They do research at the Odin on it, but again, the genetic code 'expires' after a few days. That probably seems really dumb but it's the best we got so fight me
Frances Posted September 14, 2015 Author Posted September 14, 2015 So major powers are known to exist, and one of Aurora's duties is to test them?
Frances Posted September 14, 2015 Author Posted September 14, 2015 So major powers are known to exist, and one of Aurora's duties is to test them?
jackfractal Posted September 14, 2015 Posted September 14, 2015 Genetics are a mess, both from a code perspective and from a lore perspective. Nobody in the whole SS13 community (not just Aurora, everyone) seems to want to deal with them. From a code perspective, they spiderweb everywhere (for example, there's a check every time you click on anything to make sure you're not trying to shoot it with laser eyes), they don't make sense with a multi-species crew as the last real work anyone's done on them predates the existence of non-humans, and they're not easy to either maintain or expand. To top it off, the mechanics of getting them aren't even interesting. You sit at a desk rolling dice until a monkey turns green. Zuhayr's five year plan involves removing the whole thing. That's probably the best idea.
jackfractal Posted September 14, 2015 Posted September 14, 2015 Genetics are a mess, both from a code perspective and from a lore perspective. Nobody in the whole SS13 community (not just Aurora, everyone) seems to want to deal with them. From a code perspective, they spiderweb everywhere (for example, there's a check every time you click on anything to make sure you're not trying to shoot it with laser eyes), they don't make sense with a multi-species crew as the last real work anyone's done on them predates the existence of non-humans, and they're not easy to either maintain or expand. To top it off, the mechanics of getting them aren't even interesting. You sit at a desk rolling dice until a monkey turns green. Zuhayr's five year plan involves removing the whole thing. That's probably the best idea.
Killerhurtz Posted December 4, 2015 Posted December 4, 2015 Considering question answered. Locking and archiving.
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