Current state of medical is a tad underwhelming in some cases, and overpowered in others. I'll leave it to Koollan's summary of needed changes:
To start, overarching goals for medical rebalance are as follows:
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Time To Recover needs to increase by a massive factor without necessarily increasing the amount of chems needed to heal (by much). As a consequence, metabolism needs to be screwed with to achieve this cleanly. We need to achieve roughly 10m-20m recovery times as to promote slower, more purposeful gameplay. Actual injuries needing to be taken care of and minded in character. Roughly 2-3 treatments for minor to severe conscious wounds, 5-6 treatments from crit, promoting more medical staff gameplay and bedside nursing
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Chems for healing and combat need many more reactions to make deadly byproducts and drug interactions. Meth+hyperzine+caffeine for example should pretty much invariably make someone drop dead from heart failure. This is a wider set of changes that need some considerations but the bandaid fix is to make mixing combat chems like meth and hyperzine with healing chems make extremely deadly byproducts.
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Poisons/deadly chems and combat chems need to continue to be able to metabolize normally as to preserve their gameplay.
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Hypo needs a nerf to have doafters on others to the same degree of jet injectors, and while able to pierce through hardsuits, maybe having a slightly longer doafter so downing someone is necessary before injecting them. Same with syringes and jet injectors (+ other common sense hardsuit restrictions, such as topicals)
Current state of medical is a tad underwhelming in some cases, and overpowered in others. I'll leave it to Koollan's summary of needed changes:
To start, overarching goals for medical rebalance are as follows:
Time To Recover needs to increase by a massive factor without necessarily increasing the amount of chems needed to heal (by much). As a consequence, metabolism needs to be screwed with to achieve this cleanly. We need to achieve roughly 10m-20m recovery times as to promote slower, more purposeful gameplay. Actual injuries needing to be taken care of and minded in character. Roughly 2-3 treatments for minor to severe conscious wounds, 5-6 treatments from crit, promoting more medical staff gameplay and bedside nursing
Chems for healing and combat need many more reactions to make deadly byproducts and drug interactions. Meth+hyperzine+caffeine for example should pretty much invariably make someone drop dead from heart failure. This is a wider set of changes that need some considerations but the bandaid fix is to make mixing combat chems like meth and hyperzine with healing chems make extremely deadly byproducts.
Poisons/deadly chems and combat chems need to continue to be able to metabolize normally as to preserve their gameplay.
Hypo needs a nerf to have doafters on others to the same degree of jet injectors, and while able to pierce through hardsuits, maybe having a slightly longer doafter so downing someone is necessary before injecting them. Same with syringes and jet injectors (+ other common sense hardsuit restrictions, such as topicals)