Summary (a quick, 2-3 sentence summary):
Add a serie of mutagens to give admins RP ways to boost the round in a side's favor.
Benefits (How this will benefit the server and game as a whole):
It gives more flexibility for admins to push the round end, give events and generally a more 'RP-way' of getting things going.
Details (Description of how you think this would work, the benefits, etc):
NOTE: All of these are examples, they're meant to be modified and changed to the admin's discretion and I'd probably only see heads using them.
Mutagen A:
> Xeno gains jelly growth speed.
> Marine gain slight brain damage, but regenerate a tad bit faster.
Mutagen B:
> Xeno gains a lot of jelly at once, but start feeling dizzy and get knocked out after a minute or so.
> Marine suddently convulse and gets a lot of genetic damage. It have an extremely low percent change to generate a mutation, but fixing the genetic damage cause the mutation to decrease.
Suggestion of how it'd be accessible: An altar or pool with some strange organic fluid onto it. The fluid can be put in a beaker and transported to research... Later-on the fluid can be added to the research update for xeno-biology and whatnot(?).
Furthermore, put a warning message so that the person drinking it sees something like "Are you sure? This doesn't seem much like an apetizing feast."
ALTERNATIVELY... Place conditional variables and/or options for the admin to set the effects himself (EXTENSIVE CODING... Obviously convenient, but not recommended).
Implementation (Optional, if you have an idea how to implement it):
Admin spawn:
Make it so it's a spawnable item amongst the list / buttons of headmins.
Effect of item:
Use the jelly code, but give it access to marines as well.
Once someone eat/drink the substance, give them values change with conditions to know what values to change, etc.
Genetic Mutagen [Admin-Tool]
- Sarah_U.
- Registered user
- Posts: 1277
- Joined: 24 Apr 2016, 07:19
Genetic Mutagen [Admin-Tool]
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler
- TopHatPenguin
- Community Contributor
- Posts: 2383
- Joined: 14 Dec 2014, 18:06
- Location: Forever Editing The Wiki.
- Byond: TopHatPenguin
- Contact:
Re: Genetic Mutagen [Admin-Tool]
I think this is a great idea as well as the fact that you could kind of relate it to the mutagen goo stuff that the engineers have in Prometheus.
Shit cm memes:
That guy called Wooki.
Resident Santa.
(THP)
► Show Spoiler
That guy called Wooki.
Resident Santa.
(THP)
- Boltersam
- Registered user
- Posts: 1548
- Joined: 22 Feb 2015, 05:43
- Location: Tipperary, Ireland
- Byond: Boltersam
- Steam: Boltersam
Re: Genetic Mutagen [Admin-Tool]
Mutagen C: Changes Xenos into Deacons that are hostile to Aliens, and drives humans insane.TopHatPenguin wrote:I think this is a great idea as well as the fact that you could kind of relate it to the mutagen goo stuff that the engineers have in Prometheus.
+1, anyways, but it harms the Marines much more than the Aliens. Give them some better incentive to ingest this stuff.
- lucashunter608
- Registered user
- Posts: 209
- Joined: 26 Mar 2015, 15:45
Re: Genetic Mutagen [Admin-Tool]
basically the black fluid from prometheus?
- Sarah_U.
- Registered user
- Posts: 1277
- Joined: 24 Apr 2016, 07:19
Re: Genetic Mutagen [Admin-Tool]
It's mostly a stat changer, but if admins want to make one that does like prometheus that's their call.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler
- forwardslashN
- Community Contributor
- Posts: 2495
- Joined: 14 Dec 2015, 23:12
- Byond: forwardslashN
Re: Genetic Mutagen [Admin-Tool]
This isn't something we can do right now.
The ambivalent giant white baldie in a jungle near you.