09-25-2017, 03:34 AM
(This post was last modified: 09-25-2017, 03:38 AM by Crystalwarrior. Edited 4 times in total.)
(09-24-2017, 06:50 PM)atomic1fire Wrote: Dumb balence suggestion. Make crit easier to get out of solo, but entering into crit at any time should reduce your total stamina level. Representing total wear and tear.
That way you don't want to go into crit repeatedly because it becomes much harder to superman your way out of death without cloning.
Eventually you can't horror villain your way out of death no more because your body can't physically fight it.
It also rather creepily makes an in game form of torture possible.
(09-25-2017, 12:11 AM)ferriswheel1 Wrote: I'd really rather cyro be put to a more interesting use, like suspending critical patients like people have suggested. If nothing else, the healing from cyro should be slowed way down, to ensure other medical chemicals have a chance to be useful. I'd really rather we didn't have "magic button" healing chemicals that require so little interaction from doctors.
(09-25-2017, 03:09 AM)Roomba Wrote: I like the idea of some kind of paralyzing/knockout chem that also puts people in 'stasis' when in crit/deepcrit, ensuring that they don't suffer from cardiac arrest/failure or random death but not healing their existing damage. Gives alert doctors a method of stabilizing patients for longer-term treatment, can't be easily abused to pull yourself out of crit.
I agree to these (except for getting out of crit solo, which should be barely fucking possible, like it is right now) and I ESPECIALLY like the "reduce max stamina with every subsequent crit". Though I think it should be possible to recover from "wear and tear" by regular excercise or something, giving gyms an actual use. Ofcourse, needs to have an applied cooldown and a required amount of excercises for it to really bring you back up to speed so it's something to fuss about.
Though I think, like others have said, remove random chance completely and make it a more consistent "death threshold".