Pathology improvements & suggestions - 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: Pathology improvements & suggestions (/showthread.php?tid=14413) |
Pathology improvements & suggestions - RichardGere - 04-29-2020 Hello! So recently there has been a bit of a buzz regarding pathology again. In my experience, as someone who knows pathology and who has suffered from the effects of pathology, the current situation is this:
I'd like this thread to be a place to brainstorm ideas and suggestions to make pathology fit better into the game. This does not include "improve by removing pathology", but rather genuine ideas that you think would improve the feel of pathology for both pathologists and people outside pathology. RE: Pathology improvements & suggestions - Rain2025 - 04-29-2020 Permability-Coefficent + Less Often Airborne Plagues seems like a probable answer (copied from discord at request). Tbf I often turn on internals any time I'm taking "mystery damage". RE: Pathology improvements & suggestions - zjdtmkhzt - 04-29-2020 I've said this before in other places, but I might as well repeat it here again. This is my plan so far for how pathology can hopefully be somewhat brought in line:
RE: Pathology improvements & suggestions - Frank_Stein - 04-29-2020 I'd like if pathogens occured in the wild more. Stuff like getting sick from exposure to bad food, tunnel fungus, etc, with pathogen being where you go to get treated. And if they want to cultivate what you come in with more power to them RE: Pathology improvements & suggestions - zjdtmkhzt - 04-29-2020 (04-29-2020, 08:30 AM)Frank_Stein Wrote: I'd like if pathogens occured in the wild more. Somehow I kind of doubt randomly getting sick will make people like pathology more, haha. Didn't there used to be random pathogen events? Those were probably removed for a reason. :/ RE: Pathology improvements & suggestions - Sov - 04-29-2020 (04-29-2020, 08:30 AM)Frank_Stein Wrote: I'd like if pathogens occured in the wild more. I think this used to happen? I remember we could get infected with GBS or a cold and needed to eat some soup RE: Pathology improvements & suggestions - Rain2025 - 04-29-2020 (04-29-2020, 06:39 AM)zjdtmkhzt Wrote: I've said this before in other places, but I might as well repeat it here again. This is my plan so far for how pathology can hopefully be somewhat brought in line: I agree that limiting the types of transmission is a good idea (hence my permability co-efficent comment) and definitely think the Health Analyzer could at the very least use an additional upgrade to scan for pathogens generic if not the exact symptoms. I don't know that I agree with unupgraded health analyzers should have this function though as it is kinda a specialized type of thing to look for; technically your first option with pathogen defensive measures can and should be prevention and mitigation; it's just currently we have no real options to detect pathogen activities because until someone broadcasts over radio we have no idea a pathogen is loose. Also personally I think the whole "suppressant" thing could use a rework - something along the lines of a vaccination for unaffected crew that can take the "cure" in prevention or absence of symptoms to prevent ever developing the virus (obviously once it's properly diagnosed and treated to begin with). Not to "steal" any ideas but /tg/ has a real solid virology system that has similar traits to goons pathos so maybe people could draw comparisons between the systems and come up with a goon-unique system that works in an equally efficient capacity to /tg/'s virology. Again not to steal the system directly - but to draw inspiration for a potential set of changes. RE: Pathology improvements & suggestions - zjdtmkhzt - 04-29-2020 You can already make vaccines! They are made exactly like cures, except they do not require an anti-agent. Admittedly, this is pretty much never useful, seeing as anti-agent is completely free now and takes no time to put into the machine, so you might as well make cures instead. RE: Pathology improvements & suggestions - Frank_Stein - 04-29-2020 (04-29-2020, 08:41 AM)zjdtmkhzt Wrote:(04-29-2020, 08:30 AM)Frank_Stein Wrote: I'd like if pathogens occured in the wild more. I think that would depend on exactly how random it is, and what the consequences for catching pathogens this way would be. For instance, getting space rabies from attacking a monkey, or sick from eating obviously spoiled food involves player action and the consequences can match that degree of interaction. No one should randomly get a sickness that is going to make their game experience negative just cause RE: Pathology improvements & suggestions - Lady Birb - 04-29-2020 Restating what I said in the other thread (04-29-2020, 02:46 PM)Lord Birb Wrote: How about we actually start treating the mutation exploit like an exploit and jobban everyone who abuses it from any jobs with pathology access until it gets fixed? RE: Pathology improvements & suggestions - Sov - 04-29-2020 (04-29-2020, 02:56 PM)Lord Birb Wrote: Restating what I said in the other thread https://github.com/goonstation/goonstation/pull/470 it should now be significantly more time consuming like it used to be Edit: nvm I misunderstood was the 20 meant it’s not seconds RE: Pathology improvements & suggestions - Tarmunora - 04-29-2020 20 deciseconds, rather RE: Pathology improvements & suggestions - GORE - 04-30-2020 Is the mutation exploit you are talking about......to add the same symptom several times so that it procs more often...or what is exactly the thing ya'll are arguing? RE: Pathology improvements & suggestions - zjdtmkhzt - 04-30-2020 They were talking about just raising maliciousness/mutation speed/mutativeness until you get loads of symptoms. It wasn't an exploit, just something that got overbuffed. |