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Overlooked and possibly undertuned chems
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We have quite a lot of chems, but relatively speaking, not all that many that generally gather much attention or love when compared to the whole, some barely seeing any use at all. While a part of that is normal to the amount of options we have, some of it also can be due to some chems being excessively hard to produce compared to their usefulness, or to some quirk of their design that severely limits their actual practicality.

I want to know which chems you folks think are the most guilty of this, why you think that may be, and interesting ways they could be tweaked that don't majorly intrude on other parts of balancing. I will start with a poison:

- Strychnine.
It has twice the depletion of cyanide, its both a secret and kind of hard to make, takes a significant dose to pose a threat, and is very easily treatable. It's a 10/10 on the flavor department, but that flavor is seldom seen due to just how easier it is to get better poisoning options.

Some changes to make it more viably interesting could have to do with a flushing multiplier (non-dialisys flushers take longer to get rid of it) not as punishing as ricin's but still strong, to dampen the effect of it being such a slow killer, and a change from the 25cycle to poison to a 5u overdose based effect so that large amounts have the bad stuff start earlier.
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Overlooked and possibly undertuned chems - by colossusqw - 08-27-2024, 05:48 AM

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