04-04-2019, 11:42 PM
Hmm yeah, you guys make some good points and I'm coming around. The missteping lasting too long goes without saying of course.
I still like how it does toxin damage to you when you are over a certain amount of health because it makes the drug more situational for stopping death and as use as an easy poison for doctors in need. But the present value for that is a little ridiculous. If you're above -25 health, you take 1 tox damage per tick. The problem with it leaving you in crit is that it is sort of an rng roll at death due to how shock and heart failure work.
I think that making the drug more effective as a life-saver and making it less able to put you into crit from tox damage might be the way to go. So here's what I'm proposing for how atropine should function:
- Retain its original dizziness, collapsing, sarin counting abilities, and heal all while under -25 health.
- Fix the misstep chance so that it only lasts 1 or 2 minutes after the drug is out of your system as opposed to the 5 or so minutes of how it works now.
- Only do Tox damage when health > 10 or 15.
- Heal 3-6 total brain damage per tick while health(which does not include brain damage) is under -25.
The brain damage heal will make it extremely useful for keeping people alive who are in crit. As any doctor will tell you, 9 times out of 10, it's the brain damage that kills the patient. Plus, this will make it the only other metabolizing chem aside from mannitol that actually can heal brain damage.
I still like how it does toxin damage to you when you are over a certain amount of health because it makes the drug more situational for stopping death and as use as an easy poison for doctors in need. But the present value for that is a little ridiculous. If you're above -25 health, you take 1 tox damage per tick. The problem with it leaving you in crit is that it is sort of an rng roll at death due to how shock and heart failure work.
I think that making the drug more effective as a life-saver and making it less able to put you into crit from tox damage might be the way to go. So here's what I'm proposing for how atropine should function:
- Retain its original dizziness, collapsing, sarin counting abilities, and heal all while under -25 health.
- Fix the misstep chance so that it only lasts 1 or 2 minutes after the drug is out of your system as opposed to the 5 or so minutes of how it works now.
- Only do Tox damage when health > 10 or 15.
- Heal 3-6 total brain damage per tick while health(which does not include brain damage) is under -25.
The brain damage heal will make it extremely useful for keeping people alive who are in crit. As any doctor will tell you, 9 times out of 10, it's the brain damage that kills the patient. Plus, this will make it the only other metabolizing chem aside from mannitol that actually can heal brain damage.