Small change to make medical more deep

I have been following the “current state of roleplay” thread. Someone mentioned that medical is too shallow and we can’t make it deeper because people are too stupid. Not sure if that is true, but I agree that medical is too shallow.

The game might benefit from a “deep wound” system, but I’m not sure since I have never played with that. However we can have an intimidate impact on depth of medical and the relevance of medbay with one simple change. That change is: nerfing bruise kits and ointments.

They are simply too powerful for how available they are. Six uses on a single bundle, very plentiful, instant (not on yourself) and heal an absurd 40 damage.

I wrote about this is my medical guide. Toxic is the worst basic damage type to deal with because you don’t have any generic supplies to instantly heal damage like with brute or burn.

The core healing medicine already has a solution to our generic supplies problem in the form of reduced effectiveness at higher damage values. The inverse can be applied here. Reduce healing to 20, uses to three per bundle and make it not instant. If only this was implemented nothing would change because the effect is the same. Now you just need more supplies, but the effect would be the same.

The real change is: significantly reduce the effectiveness when damage is bellow 50. To lets say, 5 damage. However I would make them work through all clothes, because otherwise they become really hard to use in any practical way.

This will have multiple effects:

  1. First aid kits are just that now. First aid. They can be used to stabilize a person, fix imbalances in body part before medicine is applied, etc. But they can’t be used to fully heal you in a practical way.

  2. Indirect buff to brute and burn core medicine. With this nerf automatically core healing medicine becomes more relevant. Especially tier three brute and burn medicine.

  3. This also automatically makes the medbay more relevant and the job of the chemist more relevant. Tho making the chemists job more relevant might not be a good idea.

P.S. Can someone tell me why I can’t post in player feedback category?

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You need to select a subcategory, Feedback or Reports

Just port the suture and medical gauze from /tg/.
Their med system has problems due to how RNG it is and how bee tries to remove all types of RNG, but suture and gauze are well made - very fast to use but only heal a small bit, making treating like bruising quick but large amounts of damage taking a LOT more time.
(Medical items - /tg/station 13 Wiki)

If someone decides to do anything about that (might be me), they should also remove/replace bicaridine and kelotane. nearly no overdose and 1 pill of each will heal you of a lot of damage over time with no drawbacks.

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My one med suggestion is to make using Synthflesh increase the chances of spontaneous medical problems.

The idea being is that Synthflesh isn’t true flesh and may not always stop when it has finishing growing parts of your flesh back.

S.S.R.
Spontanious Synthflesh Rejection.

Effect: after 20 seconds upon application, within 1 minute synth flesh has a 1 in 5 odds of causing 10 brute on each limb it has healed and 20 toxin damage, Along side applying a mood de-buff similar to the application of synth flesh.

Specialized synthflesh.

Blood harvested from the species the synthflesh is intended for produces Specialized Synth flesh that cannot Induce S.S.R. and is slightly more effective. But if applied to a different species it will inflict 15 toxin damage and if applied enough will change the species of the character it is applied to.

Example:
Moth synthflesh applied to moth, No drawbacks.
Moth synthflesh applied to human, 15 Toxin damage but otherwise healed.
20 Lizzard Sythflesh applied to Moth, Somewhere durring this process that moth turned into a Lizzard.

or… do like /tg/ did, and convert synthflesh heal into like 80% of it toxin damage. It balances them evenly, needing you to get high tier toxin healing chems to be able to spam these bad boys

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