11-05-2020, 01:59 PM
Many people already don't take care of their motives until they're dropping a lot of their clicks, I massively disagree with motives that once past a certain threshold require more extreme (medical) fixes. I'm fine with certain treatments being able to "jumpstart" someone out of an ailment, but if they're the only way to get rid of the ailment then things are going to get somewhat ugly real quick when none of the treatments prescribed are easily available outside of medbay.
Being unable to eat food/drink water to fix hunger/dehydration is very counter intuitive. While it might be "real" in some cases, never let reality get in the way of gameplay. If I have a status effect called "Starving", I'm going to be wondering why I can't fix it with food.
Stress as described is objectively lethal (all damage having a chance to cause cardiac arrest, which is basically lethal if not near medical staff) if not catered for and could rack up very quickly. An explosion that takes off one of your limbs and puts you into crit could tack on 20 stress with no real warning, and then slipping in your own blood adds more on top of that (for slipping, and also for now dirtying your clothes). Once you're in crit you're taking oxy damage with would now have a chance of applying cardiac arrest.
This seems un-fun and with a consequence of "death". Back when reaching zero on your motives was lethal, so many people on the RP server died to them due to not really caring. I do not think that any of these should have "death" as a consequence. Big negative debuffs? Sure. Just take death off the table.
Being unable to eat food/drink water to fix hunger/dehydration is very counter intuitive. While it might be "real" in some cases, never let reality get in the way of gameplay. If I have a status effect called "Starving", I'm going to be wondering why I can't fix it with food.
Stress as described is objectively lethal (all damage having a chance to cause cardiac arrest, which is basically lethal if not near medical staff) if not catered for and could rack up very quickly. An explosion that takes off one of your limbs and puts you into crit could tack on 20 stress with no real warning, and then slipping in your own blood adds more on top of that (for slipping, and also for now dirtying your clothes). Once you're in crit you're taking oxy damage with would now have a chance of applying cardiac arrest.
This seems un-fun and with a consequence of "death". Back when reaching zero on your motives was lethal, so many people on the RP server died to them due to not really caring. I do not think that any of these should have "death" as a consequence. Big negative debuffs? Sure. Just take death off the table.