General Suggestions Thread! V2.0 - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +---- Forum: Good ideas! (https://forum.ss13.co/forumdisplay.php?fid=19) +---- Thread: General Suggestions Thread! V2.0 (/showthread.php?tid=5) |
Re: General Suggestions Thread! V2.0 - BlackPhoenix - 01-23-2013 Nightgunner5 Wrote:Dude, way to jump to the "You just hate me" card. There are already meds that do burn damage while healing brute, and all of that is a lot to code. The "shut up" medicine is called a muzzle, and honestly the health code is crazy as shit, coding in more things to it is hell. Don't assume that somebody saying they don't like your idea means that they are biased against you.GorillaMyDreams Wrote:Which one, specifically, are you responding to? Are you just opposed to anything I say automatically, or is there a real reason you are against making doctoring and chemistry more fun and varied?Nightgunner5 Wrote:MEDICINES Re: General Suggestions Thread! V2.0 - CaptainBravo - 01-23-2013 i'm not sure those first three would actually DO anything since the game doesn't seem to discriminate between forms of damage. i guess if you ran out of one of the good medicines and you needed to convert some damage that medicine type healed into another form you still had medicine for it might be useful. if you're suggesting they be added to the medbay at the start of the round, that's useless because more useful medicine could be added instead. if you're suggesting that the chemists have the ability to make them, well, why not just ask the chemists to make more kelotane, bicaridine, and dylovene? Nightgunner5 Wrote:Something that cures/masks epilepsy. these already exist. the second one too, if you count the muzzle. Re: General Suggestions Thread! V2.0 - Nightgunner5 - 01-23-2013 CaptainBravo Wrote:why not just ask the chemists to make more dylovene? Re: General Suggestions Thread! V2.0 - Sitoutumaton - 01-24-2013 Nightgunner5 Wrote:You mean botanists. They can grow other herbal supplements than weed too.CaptainBravo Wrote:why not just ask the chemists to make more dylovene? Re: General Suggestions Thread! V2.0 - enforcer9 - 01-24-2013 Sitoutumaton Wrote:LiarNightgunner5 Wrote:You mean botanists. They can grow other herbal supplements than weed too.CaptainBravo Wrote:why not just ask the chemists to make more dylovene? Re: General Suggestions Thread! V2.0 - atomic1fire - 01-24-2013 Maybe tie in chemistry with the suggestion to add upgrades and repairs. e.g Buy a chemistry upgrade and now chemists can make dylovene and other helpful drugs without ordering them or making them ahead of time. As far as I know Dylovene can't be made by chemist so being able to whine to the QM to get the upgrade or get the chemists to do something money making to buy it wouldn't be a bad thing. E.g Sell drugs, get better chemicals. Re: General Suggestions Thread! V2.0 - Nightgunner5 - 01-24-2013 atomic1fire Wrote:Maybe tie in chemistry with the suggestion to add upgrades and repairs.Dylovene is made from Venne herbs. Likewise, Asomna is the only way to get Inapprovaline without ordering medical crates from the quartermaster. What I find strange is that there's also an herb that makes Kelotane, which has silicon in it, which wouldn't normally be found in a plant. Even stranger is Nureous, which makes Hyronalin, a drug that is produced by adding radium to Dylovene. While I can understand plants producing compounds that are usable for the same thing as inorganic things like Kelotane, it doesn't really make sense to me that the exact same compound can be made from a plant as in the chem lab. What makes even less sense to me is that the chemists can't make ANYTHING that treats toxin damage. Re: General Suggestions Thread! V2.0 - atomic1fire - 01-25-2013 I know, I just figure it would be nice to give chemistry some often used medical drugs with a upgrade. Not only could they make really potent drugs faster, but they could refill stuff for medbay that way. Re: General Suggestions Thread! V2.0 - Winged_Chiller - 01-25-2013 Nightgunner5 Wrote:What I find strange is that there's also an herb that makes Kelotane, which has silicon in it, which wouldn't normally be found in a plant. A plant from earth, which these obviously aren't. Silicon and carbon are the two bonding elements that can form life (That we know of, I mean seriously there has to be heaps more in the universe). Re: General Suggestions Thread! V2.0 - Sundance - 01-25-2013 Winged_Chiller Wrote:Nightgunner5 Wrote:What I find strange is that there's also an herb that makes Kelotane, which has silicon in it, which wouldn't normally be found in a plant. This is due to both elements being tetravalence, as in they can only accept 4 electrons on their outer shell. This "set-up" allows for long chains of things, in regards to life, these long chains are amino acids, which by no surprise were the first things that formed on planet earth in it's infancy. Silicon may have similar valency but behaves remarkably different as a compound to carbon, and thus are far more likely to form crystalline structures than anything else. Silicon is thus considered inorganic. However, we only know a fraction of compounds, and an even tinier fraction about life, so to rule this out would be contradictory to the practise of SCIENCE. :ugeek: I'm just fascinated by life concepts and terraforming. So yeah. Alien plants may well have inorganic compounds in it, this could be due to a huge number a factors on the home planet, whether it be weak/strong magnetic fields, atmospheric, different amino acids, different evolution, the list goes on and on. Re: General Suggestions Thread! V2.0 - Klayboxx - 01-25-2013 Holy shit, you nerds. If anything in this hasn't was like irl then I'd know booster enzymes Re: General Suggestions Thread! V2.0 - BlackPhoenix - 01-25-2013 Klayboxx Wrote:Holy shit, you nerds. If everything in this was like it was in real life then I'd know how to make booster enzymesHere ya go Re: General Suggestions Thread! V2.0 - FrontlineAcrobat4 - 01-25-2013 How is anything regarding how health and medicine work in this game be even close to how they work in real life? Re: General Suggestions Thread! V2.0 - Nightgunner5 - 01-25-2013 FrontlineAcrobat4 Wrote:How is anything regarding how health and medicine work in this game be even close to how they work in real life?Yeah, if I stab someone with a needle and pull the plunger, it extracts blood which I can mix with hallucinogenic drugs and get something that makes people look like me. Wait. *medical terminology may be mind-burningly incorrect Re: General Suggestions Thread! V2.0 - Anticheese - 01-25-2013 Requiring an upgrade for some chemistry recipes is the worst fucking idea ever since it'll make it a total pain in the ass to discover them. |