10-08-2020, 02:52 PM
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[FEATURE][BALANCE]
About the PR
Medibots get a slight rework. Depending on the base medkit a medibot is constructed from, the medibot gets a different base healing chem, a new ailment to treat, and a new chemical to use when emagged.
To make this work, the procs that govern medibot behavior were slightly refactored.
Why's this needed?
This PR gives the active roboticist the ability to enhance medbay significantly. This PR also buffs medibots (which I find are currently underused) significantly for both normal and traitor uses. I chose the new conditions to be treated carefully, to make sure that doctors were still required for a functioning medbay:
1. A patient just barely in crit might be fully healed by a series of medibots, but deep crit requires atropine or electric shock.
2. Synaptizine is not a very efficient chem for dealing with brain damage, and even a stack of saline and salicylic acid is a slow treatment for brute damage. A human or borg can treat patients much faster than even a stack of medibots.
3. Surgery and bleed damage are completely untouched by medibots
4. Most of the high-tier healing chems are not synthesized by medibots (other than perfluorodecalin, which was already synthesized by the Head Surgeon). Additionally, any chemicals that heal on `TOUCH` can't be applied by medibots.
With the exception of the head surgeon, the emagged chemicals are all easy to acquire or produce, and a chemist could synthesize a cocktail of the other new chemicals with little effort in only a few minutes.
Finally, the distribution of conditions and base chemicals was chosen for balance. The crit (or berserker, dusty medkit, etc.) medibot can heal patients in crit by itself, but only gets base chemicals to do it. The oxygen medibot has a strong base chemical, but anaphylaxis is quite rare. The tox medibot treats radiation (which is very helpful!) but its new base chem is smelling salts, which works only against a handful of knockout chems.
Changelog
PULL REQUEST DETAILS
[FEATURE][BALANCE]
About the PR
Medibots get a slight rework. Depending on the base medkit a medibot is constructed from, the medibot gets a different base healing chem, a new ailment to treat, and a new chemical to use when emagged.
Code:
medkit - base chem - condition - emagged chem
vanilla - n/a - n/a - n/a
brute - salicylic acid - hypo/hypertension - ants
burn - menthol - ear/eye - acetaldehyde
tox - smelling salts - radiation - atrazine
oxy - perfluorodecalin - anaphylaxis - cyanide
neuro - robustussin - brain - neurotoxin
crit - n/a - crit - formaldehyde
head - all of the above - n/a - sarin
To make this work, the procs that govern medibot behavior were slightly refactored.
Why's this needed?
This PR gives the active roboticist the ability to enhance medbay significantly. This PR also buffs medibots (which I find are currently underused) significantly for both normal and traitor uses. I chose the new conditions to be treated carefully, to make sure that doctors were still required for a functioning medbay:
1. A patient just barely in crit might be fully healed by a series of medibots, but deep crit requires atropine or electric shock.
2. Synaptizine is not a very efficient chem for dealing with brain damage, and even a stack of saline and salicylic acid is a slow treatment for brute damage. A human or borg can treat patients much faster than even a stack of medibots.
3. Surgery and bleed damage are completely untouched by medibots
4. Most of the high-tier healing chems are not synthesized by medibots (other than perfluorodecalin, which was already synthesized by the Head Surgeon). Additionally, any chemicals that heal on `TOUCH` can't be applied by medibots.
With the exception of the head surgeon, the emagged chemicals are all easy to acquire or produce, and a chemist could synthesize a cocktail of the other new chemicals with little effort in only a few minutes.
Finally, the distribution of conditions and base chemicals was chosen for balance. The crit (or berserker, dusty medkit, etc.) medibot can heal patients in crit by itself, but only gets base chemicals to do it. The oxygen medibot has a strong base chemical, but anaphylaxis is quite rare. The tox medibot treats radiation (which is very helpful!) but its new base chem is smelling salts, which works only against a handful of knockout chems.
Changelog
Code:
(u)Jawns:
(*) Medibots constructed from different medkits have different chemicals and treat different ailments.
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