04-23-2020, 10:06 AM
(04-23-2020, 08:03 AM)zjdtmkhzt Wrote:(04-23-2020, 07:06 AM)Mouse Wrote:(04-22-2020, 09:48 AM)zjdtmkhzt Wrote: Yeah, metaneural haze, pseudonecrosis and skeleton stuff should really be marked as harmful. There is precedent for this too with ethanol production.
As for SMES, it is beneficial the vast majority of times, so that is just sort of "sucks to be you, cyberperson", imo.
The problem is less cyberhearts and more that it prevents defibs from working, and they're the only way to fix a stopped heart so.
Ok, I was gonna say you can also cure cardiac arrest with atropine and epinephrine, but I just looked at the code and apparently the chance for that per attempt is 0.1% for epineprhine and 0.01 percent for atropine? Which seems pretty darn useless.
In principle I wouldn't be opposed to just removing SMES human from the pathogen for simplicities sake, but the issue with that is that classifying it as a bad mutation also governs other stuff.
Mainly it would make it so the text when obtaining SMES human is red and also you would be more likely to get it from radiation. Which isn't that bad in principle, but it would be unclean. The best way would probably be to introduce a blacklist for mutations that is only checked in the pathology symptom to remove edge cases like SMES human.
EDIT: I've been kinda convinced that removing SMES human would be a good idea. Really, I just want to be able to make a pathogen with it without *someone* always complaining about *something*. So let's just take out everything that could conceivably be bad in any way sort or form, I guess.
Up until your edit I was on boat...but the idea that removing everything that might make a person unhappy when receiving a pathogen be it positive or negative will in the end lead to pretty bland and boring pathogens - if said thought is followed through.
If SMES Human is a mutation - I do not see a reason for it to be in the pathogen pool...but......to my understanding there are quite a load of mutations which cannot simply be gained from genetics and are just random straws of luck during mutation poisons and radstorms. Why not put those rare mutations into the pathogen pool? At least we would see some interesting mash-ups. Perhaps even a random-mutation sympton or one that switches the mutation around after some time and continues to do so to keep the player on edge.