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Remove/Reduce randomness in medical chem healing
#3
Not saying this doesn't apply to a bunch of them, but there's nothing inherently wrong with using `probmult` instead of `mult` for the various healing stuff for the most part (caveat: this doesn't hold whenever it would exceed 100% at the moment).

I disagree to some degree with removing the RNG entirely. The RNG aspect of some of the chems is a feature of the chem. Assuming it has a relatively low chance of happening and uses `probmult` then I think that feels better than using `mult` to just increase the effects. For chems with, say, >50% chance of an effect happening, I would prefer they had the randomness removed, used `mult`, and had their number scaled accordingly as in the OP (as at this point the RNG is pretty much just an inconvenience rather than actually being anything resembling a balancing factor).

I am unsure of whether some of the items (e.g. bleed, eye damage, ear damage) can be reasonably affected by non-integer values. I would assume so, but this is SS13 so it's entirely possible that that's not the case.

Examples in above that I think shouldn't be changed (except for to use probmult if they're not already): styptic powder bleed healing (use probmult), omnizine's bleed healing (use probmult), ephedrines tox healing (use probmult).

Charcoal I would consider leaving as-is because the non-deterministic nature means you can't perfectly predict the rate of depletion of things, which I consider a plus.
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RE: Remove/Reduce randomness in medical chem healing - by Mordent - 08-12-2021, 12:02 PM

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