10-29-2023, 09:53 AM
Big fan of this change.
It doesn't remove purging toxins entirely, just weakens the ability to have some instant-fix pill in your pocket you can easily make. Makes things rely a bit more on other vectors of healing and for going to medbay and/or getting treated by others. I think increasing this reliance is a positive thing - much like a microcosm of interdepartmental cooperation and its troubles getting done, actually needing to rely on others more is a positive thing for a game that is best when it has social parts. That, I believe, is what is generally meant by wanting to weaken/reduce powergaming; I agree with weakening powergaming in that case.
Also making something more concrete that a traitor intent on mass-poisoning should target is good; clear targets like a particular machine needing to be taken out works a bit like an early warning system for the crew and provides clarity for personal "objectives" to have for a given route one wants to go as traitor.
It doesn't remove purging toxins entirely, just weakens the ability to have some instant-fix pill in your pocket you can easily make. Makes things rely a bit more on other vectors of healing and for going to medbay and/or getting treated by others. I think increasing this reliance is a positive thing - much like a microcosm of interdepartmental cooperation and its troubles getting done, actually needing to rely on others more is a positive thing for a game that is best when it has social parts. That, I believe, is what is generally meant by wanting to weaken/reduce powergaming; I agree with weakening powergaming in that case.
Also making something more concrete that a traitor intent on mass-poisoning should target is good; clear targets like a particular machine needing to be taken out works a bit like an early warning system for the crew and provides clarity for personal "objectives" to have for a given route one wants to go as traitor.