-
Notifications
You must be signed in to change notification settings - Fork 41
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Osteodaxon Rebalance #393
Osteodaxon Rebalance #393
Conversation
Rebalances Osteodaxon Now osteo requires 4 units to be metabolized before it will repair bones when injected. 8 Units are needed for use in pill form. While processing, osteo will also cause halloss and give unique pain messages. The pain is less when it's in pill form, to balance the higher unit cost. The intent is to require anesthetics or oxycodone when running an efficient 4 unit injection.
Increases pain message power to overcome paratram. Increases dosage to 5 and 10.
Adjusted back down to 4 and 8 as 5 was making 5u injectors not fix breaks.
Cleanup, added comments, disabled minitest.
I wouldn't consider the numbers for dosage and halloss final, they may need tweaking depending on how it feels in live play. Further, the overall intent is to make Osteo more of a sidegrade to surgery rather than a straight upgrade. |
Note from testing Carp give approximately 30 Units of Osteo per standard carp, assuming butchered messily. Combat Kits give 15 units per pill, in 3 pills. So from a single combat kit medical would have 45 Units of Osteo. |
Okay, so, I was already thinking about what changes to make to osteodaxon myself. I don't really think this is the approach that I am going to choose, but we will see. At any rate, I am not seriously considering to make a change like this in the coming weeks, let alone the coming days. I was led to believe that you made this PR fully accepting the possibility of it being wholesale rejected, and so, I am fine to leave it open until I am ready to visit the topic of osteodaxon balance. There are some other more proximate ideas to be tried first. |
Personally, I like this change. Would have been nice to play around with. |
You can download the branch and run it on a test server if you wanna play around with it, Keane. Even if this never gets merged feedback on this change will help shape any future rebalances done. |
not a fan, to be honest. This seems like a gross overcorrection. Pill form vs injection form differences just makes the stuff far more complicated than it needs to be, and removes the option to use pills for medics because none of us are going to want to waste literally half our supply just for less pain, and not even enough less pain not to be roleplay-significant, while also taking longer. Osteo only ever really comes in two situations: we have a little bit, or we have functionally all of it anyone could ever need. This change would eliminate the former completely, and make the latter more of a pain and prevent anyone from having rezadone more than anything else. I don't think anyone would use osteo outside of combat kits in this situation. Ideally I'd suggest as a different way to do it, keep osteo as it is. Make these changes instead: It metabolizes instantly after a small period, and when it finishes metabolizing it deals pain inversely proportional to how much osteo was metabolized. 1 unit gives a message on how much it hurts, equivalent to what it currently does, ~0.2 or lower puts them into crit for a minute and slows for a minute after that, ~0.4 crits them for 45 seconds or so, ~0.6 15 seconds, ~0.8 a few seconds, and going up to 2u only causes minor pain and discomfort. This would allow for osteo to be used at lower values and keep the ability to have any usable amount in the "we have very little" circumstances, while also bringing up a more serious question as to medical options when it comes to what patients might want to ask for knowing osteo would have a more significant pain effect at lower strengths. It would also encourage medics to still desire more osteodaxon and have reasons to trade with talon and send people on carp/shark hunts even when a small amount of osteo is already in their possession. idk, just seems better than effectively removing the stuff outside of large quantities, it can be very useful even in circumstances where people are already doing plenty of surgery, like repairing corpses for resuscitation. |
I agree that the current unit requirements here may be too high, this PR requires proper playtesting to iron things out, but leaving the option of 0.1 pills, even with pain as a downside, would not solve the core issue. Under the current balance, 5 Units of Osteo can quite literally be turned into 50 Pills of equal effectiveness. And these are pills that can be made just after round start without interacting with any other department and with little to no risk. |
I didn't really want this then and since all the medical re-balancing frenzy seems to have died down I think it is even less necessary now |
Lore Dump:
Due to over use of Osteodaxon by NT Personnel a sharp decrease in drug effectiveness has been detected! We suspect this is caused by growing crew tolerance to the drug, and to combat this we recommend increased dosages! Do be aware, there may be some unwanted side effects, so it is recommended crew are anesthetized while undergoing treatment.
Standard PR Info:
The Problem:
Osteodaxon is an easy chem to obtain, and it is incredibly efficient, with .1 units being enough to treat every broken bone in someone's body.
Recently, medical has found several speed running strats to ensure it can be obtained without even the minimal effort of engaging with space carp.
This is causing issues where surgeons are being pushed to the wayside from the one injury they can reliably encounter as the pill fixes it faster and with no drawbacks.
The Solution:
Osteodaxon has been nerfed across the board in this PR, specifically it was adjusted to cause HalLoss while processing, and a dosage of 4 units is needed to fix broken bones if injected. Pain given will be greater than even ParaTram can counter, requiring the patient be put under while metabolizing the chem or to be administered oxycodone. Even then, the halloss is likely to put them into crit for a short time.
When applied as a pill Osteo will require 8 units to process before bones are fixed, but as a trade off it causes less halloss and the pain levels are manageable with ParaTram.
Further, 15 units of halloss are applied at the final repair and pain levels for the bone repair message were buffed.
TL;DR