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remove genetics powers


witchbells

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Guest Marlon Phoenix

As CMO I tend to regulate superpowers. If you give yourself genetic alterations (or anyone else) without the paperwork, I try to get security on your butt.


Maybe we should gradually work up the escalation. Make it IC illegal to alter yourself without paperwork, then if that doesn't work strip the chucklefuck powers, then if we're still having problems either remove the geneticist job or rework it.

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regulation of superpowers ain't gonna matter if you're not CMO, jackboot. any other hour of the day and they're going to chucklefuck and give themselves hulk, tk, and x-ray within the first hour

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For now, as a stopgap, can we start treating griefer geneticists the way we'd treat any other griefer? When a hulk starts punching down walls just because they can, they should be treated the same as any other chucklefuck. Swiftly.

 

regulation of superpowers ain't gonna matter if you're not CMO, jackboot. any other hour of the day and they're going to chucklefuck and give themselves hulk, tk, and x-ray within the first hour

 

Genetic research (superpowers) are the domain of the RD, not the CMO. The CMOs business is the cloning side of genetics. It's a shared department.

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Here's a thing about medical research, and what I think we could implement.


We can grow organic tissue in labs. We can grow organs in labs with a bit of protein, a scaffold of the actual organ, and stem cells from anyone who needs it. This is something we can do today. What I suggest is making this a part of medical research, grow meat and whatever sort of organic, fleshy bits that someone's missing out of a blood sample and a petri dish.

 

Yes. Please just give geneticists other roles than creating superpowers and cloning the occasional dead guy. It's my favorite position, and if it was removed, then one of my characters would have no reason to ever be on the station again.

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Hey, it's this thread again.


I just wanna say I've always found genetics a bad time for security AND other medical staff. Either you have to drag a blind, deaf and geneticist who is somehow missing his legs into surgery to fix his ass,

Or you end up shooting one because he's trying to break into the captains office to rename himself "Psionic Specialist".


So, yeah. Fuck Dat.

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Hey, it's this thread again.


I just wanna say I've always found genetics a bad time for security AND other medical staff. Either you have to drag a blind, deaf and geneticist who is somehow missing his legs into surgery to fix his ass,

Or you end up shooting one because he's trying to break into the captains office to rename himself "Psionic Specialist".


So, yeah. Fuck Dat.

 

Hey, there's an idea...

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I do believe I play a decent geneticist; at least, I do make attempts to share what I discover with people who need it. if they actually accept it or not is another story... but, I can agree that many of the major powers should be removed; or at least, looked into; Hulk being the big one; the temptation to abuse that power is excessive, and I will admit I have had trouble not breaking a hole through the wall just to prove a point in the past with it.


however, when genetics is used properly, if it is, then it can be a major help for the station; detective able to view suspects remotely, engineers who do not have to worry about the cold, oxygen-less depths of space, etc. With that in mind; a re-haul of the system is in order; but I feel that the solution isn't to completely remove all the powers; making the more abused powers weaker is a good start.

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Bringing the biology/critter-creation thing back up, I think Bay code has implemented Xenoflora, and improved Xenobiology, by allowing the revival of fossilized remains recovered by the xenoarch. Maybe the geneticist's work could be tied into the recreation of these specimens? (Possibly isolating relevent genetic data from fossil remains, or choosing appropriate substitutes to fill holes in the gap in the preserved genetic code?)

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