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Medical Changes #334

@Zetaplx

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@Zetaplx

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:

  1. 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

  2. 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.

  3. Poisons/deadly chems and combat chems need to continue to be able to metabolize normally as to preserve their gameplay.

  4. 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)

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