Currently someone’s human status is a bit of a mess. All of it is (or was) handled by a check in health analyzers that scanned someone if they had Hulk, wings or an organ in their species different than the initial species (species organs never change, so that last one never triggered).
11/14/2023This is a page for ideas for mutations for the Genetics Rework (Read https://hackmd.io/@icpVWOPuRbqlv9pPsbvBxw/SJRKXx4as), which will require a fair bit of mutations to start with. Think of it as a clean slate, all current mutations will be deleted (obviously I can reimplement them, and ones you like can be resuggested here, but it's better to start from scratch), add here what you would like to see (also obviously, not all of them will be included), go wild! As a reminder, chromosomes are removed, mutations are split into a few tiers depending on their power (a few of each tier can spawn in each human, and the high tier ones can go brrazy), the powerful ones require fuel (mutagen) to run and negative ones generate fuel. Mutations also generate based on round events, so for example getting shocked increases your chances of getting an electricity related mutation. If you wanna add a mutation, just add it under one of the ones here. Reminder that powerful mutations don't have to affect just combat, they can be helpful in all kinds of ways. Tier -2: Horrible Mutations Debilitating mutations that alter the way you play in a bad way, they give you a lot of passive fuel generation. Deaf A mutation that makes you incurably deaf. Chance increases from temporary deafness like flashbangs.
9/27/2023The Old Genetics So, currently genetics suffers a lot. It's a department that's really bogged down, most of the mutations being nerfed a lot and not having a lot of power other than shifts with like 50 hulks which just end up miserable. Genetics just gets broken into so people can inject in themselves whatever the geneticist researched, which kind of necessarily makes it so the abilities have to be gimped, they are widespread, cost nothing to use and gotten incredibly easily, with a very simple minigame which is played out entirely out of character, in a big tgui panel. The New Genetics The new system I'm proposing aims to solve these by making the process more individual. It involves the geneticist giving his target a pill (probably just a printable resource from lathes), which contains a nanodrone. The nanodrone is a tiny controllable robot, which you move with the genetics console (similar to the mining base building console). It travels through the patient in effort to modify their DNA. The patient can go into the linked mutation vat. This vat makes the drone's job a bit easier, gives the patient a screen overlay of their gene map along with the location of the ship, allowing for coordinated navigation and can be flooded with chems to support the drone. The drone goes to DNA strands and connects them together to discover genes, as well as being able to collect spare biomatter from the body, which is used to create copies of DNA strands (essentially one time injectors of the discovered mutation)
2/23/2023A basic list of what is in plans for MODsuits currently and in the future. Stuff to Add Rework Security/Safeguard suits Rework Magnate suit
4/9/2022or
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