Genetic Mutagen [Admin-Tool]

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Sarah_U.
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Genetic Mutagen [Admin-Tool]

Post by Sarah_U. » 05 Jul 2016, 00:18

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.
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
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TopHatPenguin
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Re: Genetic Mutagen [Admin-Tool]

Post by TopHatPenguin » 05 Jul 2016, 07:02

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.
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Boltersam
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Re: Genetic Mutagen [Admin-Tool]

Post by Boltersam » 05 Jul 2016, 09:48

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.
Mutagen C: Changes Xenos into Deacons that are hostile to Aliens, and drives humans insane.

+1, anyways, but it harms the Marines much more than the Aliens. Give them some better incentive to ingest this stuff.

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lucashunter608
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Re: Genetic Mutagen [Admin-Tool]

Post by lucashunter608 » 05 Jul 2016, 13:21

basically the black fluid from prometheus?

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Sarah_U.
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Re: Genetic Mutagen [Admin-Tool]

Post by Sarah_U. » 05 Jul 2016, 15:24

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
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forwardslashN
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Re: Genetic Mutagen [Admin-Tool]

Post by forwardslashN » 06 Jul 2016, 10:34

This isn't something we can do right now.
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