How to balance the rise in popularity of pathology - 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) +--- Thread: How to balance the rise in popularity of pathology (/showthread.php?tid=11588) Pages:
1
2
|
RE: How to balance the rise in popularity of pathology - Flaborized - 02-16-2019 (02-16-2019, 02:24 AM)Erev Wrote: Cures: As someone who has no idea how to create a pathogen nor a desire to learn, but does know both how to use the synth-o-matic and the CDC to make cures, I'll have to disagree that the methods to cure pathogens currently present are adequate. If you're using the synth-o-matic, it can be simple but it can also be a massive pain. Depending on the suppression threshold and the suppressant you could need large amounts of really hard-to-get-in-large-amounts chems, such as ketamine, porktonium, space-soybean oil, partially hydrogenated space-soybean oil, and my personal favorite, polonium. If the pathogen is a fungus or if the pathologist in question knows that you can remove the synth modules just by using a screwdriver, you're gonna have to head down to DOC to buy the module you need, and those aren't super cheap so you have to either have a lot of credits already or be able to amass enough to get what you need before the pathogen kills you/the shuttle inevitably gets called. Also, while this process is not particularly complex there is no simple way to find an answer for how to do it, instead relying on the player to also either know how to cure already or read through the long and boring wiki page on what to do. A book detailing exactly how a pathogen is cured written in layman's terms placed in pathology would go a long way, but even then sometimes you'll need huge amounts of polonium to make a significant number of cures. The CDC isn't "instant cure". If the pathogen is actually really dangerous then the cures can cost three times the starting QM budget. It's not a very fast method, in my experience it can take upwards of fifteen minutes to actually get a cure sent back, and if you add on the time it takes to make the actually annoyingly large amount of credits it takes to make a cure and then potentially the time it takes to get someone who has access to QM and knows how to use the computer to actually help you you can see why it's rarely used. Everyone dies or the shuttle arrives before a cure gets a chance to be sent. RE: How to balance the rise in popularity of pathology - Technature - 02-16-2019 (02-16-2019, 02:24 AM)Erev Wrote: There is also already an 'instant cure' option. Talk to your local QM and be ready to send a sample. I actually tried this before. Sent a sample, sent the entire budget to get three cures, and never received them. I figured I was doing something wrong. RE: How to balance the rise in popularity of pathology - gandalfphysicist - 02-17-2019 (02-16-2019, 02:24 AM)Erev Wrote: Hi there! Old Path nerd here. This comes and goes in waves and I know I've posted on this before but here we go. This is true. More powerful beneficial symptoms would be amazing and migrate pathology from a BM tool to a powerful catchall and even integral part of the station's wellbeing. RE: How to balance the rise in popularity of pathology - Sov - 02-17-2019 Cure development is really simple. Especially compared to how much of a pain it can be to make a good pathogen if RNG is not on your side. Curing pathogens is often times made even easier by nature of no one putting points into suppression threshold causing it to default to the minimum of 5 units Even simpler is just making a can bomb and ending the round that way RE: How to balance the rise in popularity of pathology - Erev - 02-17-2019 (02-16-2019, 06:59 AM)Flaborized Wrote: Depending on the suppression threshold and the suppressant you could need large amounts of really hard-to-get-in-large-amounts chems, such as ketamine, porktonium, space-soybean oil, partially hydrogenated space-soybean oil, and my personal favorite, polonium. While I do not agree with most of what you posted, this is a super valid point and gives me another short term idea - replace those hard to get chemical requirements with easier ones. BUT! Allow traitors to use telecrystals to spawn in a random vial that combines one of the old, more difficult chemical suppressants and maybe some tier 3 or a single tier 4 'evil' symptom. |