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Bring back genetics


the_furry

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Posted

Bring back genetics

You knew this was coming, I miss pink cat tk fuckery.


But in all seriousness, I have a serious suggestion. I think it would be a good idea to give medical the ability to treat genetic disorders and or changes, but exclude the ability to obtain powers. It would be a very simple change/addition. Don’t add the entire lab, don’t make an entire new subdepartment. Instead add the Dna scanner next to the modifier that’s already being used by the cloner, Should be simple, just move the window to the right by one and add the computer. Then Disable the superpowers out of genetics


The reason for this, I’ve seen several times people who are just cloned are helpless cause they were randomly blind or deafened and thus go ssd as the cloning was pointless. Also useful whenever the changeling is having a bit too much fun with the mutation stinger and there is a line of safis that need s to have their body types changed back. All in all it would be a pretty simple change giving doctors more ability to treat without bringing forth the chucklefuckery that is genetics. This is also a temporary solution till you guys actually make genetics a thing, which from what i understand is way down the road...sadly

Posted

A couple of medical mechanics seem underwhelming, specifically "genetic damage", which is magically healed by tossing someone in cryo, and organ damage which is healed by cutting them open and rubbing a medkit on the affected part.


Both of these, which realistically should be problematic and challenging things to treat, are far too easy to deal with. I've never seen anyone get an organ transplant.


If these easy solutions were taken out, they could be replaced with some involvement from genetics. Carefully correct a patient's genomes with targeted radiation, or grow new organs from DNA samples to transplant in, replacing damaged ones.

Posted

If the superpowers are disabled, then I'd consider it a fair compromise.


It'd also bring back science's ability to grab a protohuman to test fun shit with. So, yes, endorse.

Posted
If the superpowers are disabled, then I'd consider it a fair compromise.


It'd also bring back science's ability to grab a protohuman to test fun shit with. So, yes, endorse.

oh yeah forgot the big one about protohumans. though the code its glitched and making protohumans needs to be fixed. I built the machine once and it didn't let me turn monkeys into humans (will probably be an easy fix though). but yeah, I really would like to see genetics expanded and return as a duel department but with something better than the powers that causes such an uproar. but that seems so in the distant future it makes me cry. till then i think this is a good temporary solution for fixing/doing things.

Posted

Genetics code is not 'broken' to my understanding, but rather disabled. It will be added onto the new map as a subdepartment of research.


The matter of disabling power acquisition is interesting, but unless more was added to genetics to replace it, it would merely be no more than a content nerf.

Posted

I know nothing about Genetics (it is to me what Atmos is to you), but having been transformed into a bugger by a wizard, and having no way to be restored to my glorious human body, I sorely missed Genetics.

Posted

The odd thing is. I tried looking into the specific mechanics by which Genetics may or may not have been disabled, and, I honestly dunno. There don't seem to be any Git pushes that touched the code, so the initial thought was that Bay simply removed the lab. However, the pre-made injectors that are available via spawn verbs don't work at all. Nor does SE modification when you actually build a console, chamber, and spend time hooking it up. Admin modification of SEs works, though.


It kinda makes me go, "Wtf..."


However, for the time being, my project list is as follows:

  • DO shenanigans (to include alert levels and PDA notifications for faxes and request consoles)
  • The IPC upgrade to Polaris' thing/IPC fixening vol 2
  • Occasionally indulgent sideprojects that may hoover up a day or two or a week whenever I get stressed

 

I'll talk to Lag and see what he's up to, though.


Also. Don't expect Genetics to fall into your lap as it was last time around. Stuff will be changed. Once we fix it, anyways.

Posted
The odd thing is. I tried looking into the specific mechanics by which Genetics may or may not have been disabled, and, I honestly dunno. There don't seem to be any Git pushes that touched the code, so the initial thought was that Bay simply removed the lab. However, the pre-made injectors that are available via spawn verbs don't work at all. Nor does SE modification when you actually build a console, chamber, and spend time hooking it up. Admin modification of SEs works, though.


It kinda makes me go, "Wtf..."


However, for the time being, my project list is as follows:

  • DO shenanigans (to include alert levels and PDA notifications for faxes and request consoles)
  • The IPC upgrade to Polaris' thing/IPC fixening vol 2
  • Occasionally indulgent sideprojects that may hoover up a day or two or a week whenever I get stressed

 

I'll talk to Lag and see what he's up to, though.


Also. Don't expect Genetics to fall into your lap as it was last time around. Stuff will be changed. Once we fix it, anyways.

 

If you're going to make any changes, get rid of the superpowers, and make the blocks persistent for a race, and allow us to play with more then monkies, and protohumans.


In my opinion, it's not fun spending the first hour of your shift learning the blocks, only to realize you have nothing else to do.

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