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Cryo Overhaul #171
Cryo Overhaul #171
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added 2 steping chems added a trauma and a tox cryo chem modified existing cryo chems to be more viable yet still balanced improved efficiency of cryo chambers modified body metabolizm
wanted to get the PR started to make sure that checks pass and nothing fails. as well as start getting eyes on it. i will get the description updated when i get home from dinner |
How dare you not have the description ready yet. |
As a person that plays medical in chemistry a lot, these changes are VERY overpowered for medical. I do understand that cryopods are severely underused when it comes to medical on Floof, but these would cause death to be trivialized when it comes to revivals.
While yes, there are a lot of other chems in the recipe you need to make each of these recipes, they are all chemicals you can make with the resources you get with the chemvend, which can be restocked from Logistics. The primary bottleneck when it comes to chem making is stuff you need outside the chemvend, which is shown above that just a single piece of one of the items required can have a giant impact. The brute cryo chem doesn't even need any outside resources to make it! Primarily, the cryopod doubling chemicals put inside would make it incredibly easy to revive as long as you just have some of the materials above, which could have a negative impact on roleplay since death is a LOT less needed to be worried about. |
as a medic main, this is something i took into consideration. that said, from an RP stand point, the use of 100lb of ointments mixed with a pile of ash (500 heat damage) stuffed inside of a body woven of Band-Aids (500 brute damage) only to be shocked to be brought back to life in perfect condition infuriates me. that is such an immersion break for me that it become mechanics over roleplay and i hate it things to keep in mind there is only 1 cryo tube if any on most maps. this means that when you have a flood of people you can only take care of one of them at a time via cryo. the primary chems you will use for cryo would all require you to request resources from out side of your department. not that it is hard to ask bottony for aloe and galaxy thistle but when it comes to healing the dead who have died to burn or being spaced. we are looking at extremely high damage levels.. so while yes that 1 aloe was able to heal 240 burn during testing, it took 80 seconds to do it, and i still needed another 2 aloe plants before i could have revived my test dummy. the chems that are used for damage that stops at death, ie tox and genetics. those cryo meds now have negative effects that damage the body finally. fuck cloning. I know a lot of people that their skin crawls when they are forced into a different body type. it might not for everybody, but i have seen others, and even my self seethed with anger because when i was cloned i got a random re-role into a different race. yes, oppo is made far more accessible. that said the idea that cognazine kills off rot is again immersion breaking. further in order to make a useful amount of oppo to have a reasonable effect on the body you have to rely on so much space carp that you might be able to bring back A patient who is rotting. this allows you to instead dedicate time to the mending or patients and clear out your morgue without having to hope that xenos attack so you can clone, or that salvage remembers to bring you caprs. having played salvage on this server, none of the salvagers understood why i was collecting carp to take to medical, but med thanked me for bringing them carps as apparently there were rotting bodies they needed to take care of. finally, this code change I will eventually be sending up to EE |
Ah, the use of 100lbs of ointments IS really immersion breaking, and the fact that cryo IS slow is a very good point, you can only put it maybe one or two people at a time on a station. Honestly, giving it more thought a few days after I made the post, it may not be as unbalanced as I worried about. And I think the salvagers having to remember to bring carp meat to medical is an interesting link between departments, but also understandable that why that's annoying, and why cognizine really makes no sense to why it's used for oppo from every point besides a gameplay standpoint. and, agreed, fuck cloning, I hate cloning, and these meds would genuinely help prevent cloning, I was just worried it'd help TOO much, but with how slow cryo still would be, and limited patient use, I think I've changed my mind a bit. Was just worried on first viewing, but thanks for clarifying on my points, helped me rethink my view! I hope I didn't come off too harshly, wasn't meant to be that way! |
no worries, we all get patinate about our fields |
Description.
added 2 intermidiate chems
added 2 Cryo Chems
-Traumoxadone (Brute Damages)
-Stelloxadone (Tox Damages)
modified existing cryo chems to be more viable yet still balanced improved efficiency of cryo chambers
updated cryo guide book to show all cryo chems
modified body metabolism
modified cryopods
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