09-24-2017, 02:58 PM
Continuing what I'd posted in the Crit Fixes patch...
...I think that crit should be less of a reliable killer. Or, more accurately, going below -100 HP or getting Cardiac Arrest shouldn't be almost certain death even in medbay.
Let me take you on the journey of a spaceman's transition from life into death. Our spaceman, we'll call her Dan, gets jumped by a traitor and toolboxed down to -51 HP before getting bored and leaving.
Each lifecycle she spends in crit, she'll take 1 oxy damage.
While she's between -51 and -79 HP, every lifecycle there's a 10% chance of entering Shock and a (HP * -0.08)% chance [~4%-6%] to develop Heart Failure, with some random fainting and paralysis thrown in for good measure. Over the course of this stretch of crit, there's a ~79% chance for her Heart to Fail, and a ~95% chance to catch Shock.
This isn't much of a problem since, even if she does develop Shock, it's not that bad until Stage 3. Then, all it does is occasionally stun her or increase her Losebreath, which for the life of me I can't find any evidence that it does anything other than make her gasp like an idiot. Same with Heart Failure, it only starts dealing damage at Stage 3.
Story's about the same from -80 to -99 HP; 4% chance per lifecycle to Heart Fail and paralyze her (briefly?), which if it hasn't already from the previous level of Crit or evolved from her almost-certain Shock, gives her a ~76% chance to catch Heart Failure. Not too bad, not too pleasant.
But then we get to Deepest Crit. Once Dan's below -100 HP, shit starts to get real. Every lifecycle, there's a (HP * -0.2)% chance [20%+] to develop Heart Failure, but more importantly there's a (HP * -0.1)% chance [10%+] to develop Cardiac Arrest. And now, in addition to taking damage, she's paralyzed until she's healed above -100 HP or she dies.
Cardiac Arrest, in most cases, assured death. Every lifecycle, Dan takes 20 oxy and 3 brain damage, and she's weakened the whole time. Also +20 Losebreath, for what it's worth.
And there's also a (((brainDamage * -5) + (HP + (oxyDamage / 2)) * -0.01)% chance per lifecycle to outright die. This starts at about 0.5% at -100 HP, with 100 brute and oxy damage, and goes up as Crit and Flatline progresses. Once she reaches -500 HP (with oxyDamage weighted half as much as everything else), or she's taken 120 points of brainDamage, she's dead for sure.
Of course, Perf and Mannitol will stabilize a Flatline, and a good solid ZAP has about a 50% chance to shoot it back into good old Heart Failure (while still below -100 HP...). Usually isn't the case in practice; Perfannitol isn't widely used, and shocking a heart back into rhythm is a gamble at best.
By the time the doc's realize that their patient is Flatlining, it's usually too late to do anything. Often, I won't even bother trying to save a heart-stopped patient, opting just to wait a few seconds for them to die, then jam them through the cloner. Efficient, but super boring.
So, what do I think would change this to something I (and only I) would find more interesting?
Tone down Flatlining. Maybe reduce the chances to get it, or lessen the damage it causes. Something where it's more practical to treat the patient, rather than to resurrect them.
Remove the random death chance, or have it start to kick in deeper into crit where it's more likely that help isn't coming. That, and Flatlining is already deadly enough to kill someone dead without a dice roll helping it.
Remove the permastun at -100 HP. Leave it to Flatline (or random stuns) to totally incapacitate someone.
Maybe even have Crit only able to induce Shock, forcing Heart Failure and Flatline to occur through the typical progression (or poisons). Sure, you (I) could easily cheese it with gallons of Saline, but then Hypertension could just as easily cheese you (me) back.
This isn't to say that it should be hard to fuck someone up! The purpose of all this is to make actually killing someone more of a hands-on activity. If something (traitors, critters, the engine, space) wants to kill you, it should have to make sure it damn well finishes the job.
I dunno. I mostly just want to have to do something other than Cryomix and Clone fucked up hallway turkeys.
Myself Wrote: Death should be something you have to work at to inflict on someone else. People are oddly durable, and I think it makes for a much more interesting situation where someone is brutalized and left for dead, only to just barely survive and carry out act II.
If anything, I think that crit should be extended further, at least if who or whatever put you in crit stops trying to kill you. Maybe have a narrow stage between heart failure and arrest where you're more or less comatose; you'd be helpless, but crit would apply its damage at a slower rate.
...I think that crit should be less of a reliable killer. Or, more accurately, going below -100 HP or getting Cardiac Arrest shouldn't be almost certain death even in medbay.
Let me take you on the journey of a spaceman's transition from life into death. Our spaceman, we'll call her Dan, gets jumped by a traitor and toolboxed down to -51 HP before getting bored and leaving.
Each lifecycle she spends in crit, she'll take 1 oxy damage.
While she's between -51 and -79 HP, every lifecycle there's a 10% chance of entering Shock and a (HP * -0.08)% chance [~4%-6%] to develop Heart Failure, with some random fainting and paralysis thrown in for good measure. Over the course of this stretch of crit, there's a ~79% chance for her Heart to Fail, and a ~95% chance to catch Shock.
This isn't much of a problem since, even if she does develop Shock, it's not that bad until Stage 3. Then, all it does is occasionally stun her or increase her Losebreath, which for the life of me I can't find any evidence that it does anything other than make her gasp like an idiot. Same with Heart Failure, it only starts dealing damage at Stage 3.
Story's about the same from -80 to -99 HP; 4% chance per lifecycle to Heart Fail and paralyze her (briefly?), which if it hasn't already from the previous level of Crit or evolved from her almost-certain Shock, gives her a ~76% chance to catch Heart Failure. Not too bad, not too pleasant.
But then we get to Deepest Crit. Once Dan's below -100 HP, shit starts to get real. Every lifecycle, there's a (HP * -0.2)% chance [20%+] to develop Heart Failure, but more importantly there's a (HP * -0.1)% chance [10%+] to develop Cardiac Arrest. And now, in addition to taking damage, she's paralyzed until she's healed above -100 HP or she dies.
Cardiac Arrest, in most cases, assured death. Every lifecycle, Dan takes 20 oxy and 3 brain damage, and she's weakened the whole time. Also +20 Losebreath, for what it's worth.
And there's also a (((brainDamage * -5) + (HP + (oxyDamage / 2)) * -0.01)% chance per lifecycle to outright die. This starts at about 0.5% at -100 HP, with 100 brute and oxy damage, and goes up as Crit and Flatline progresses. Once she reaches -500 HP (with oxyDamage weighted half as much as everything else), or she's taken 120 points of brainDamage, she's dead for sure.
Of course, Perf and Mannitol will stabilize a Flatline, and a good solid ZAP has about a 50% chance to shoot it back into good old Heart Failure (while still below -100 HP...). Usually isn't the case in practice; Perfannitol isn't widely used, and shocking a heart back into rhythm is a gamble at best.
By the time the doc's realize that their patient is Flatlining, it's usually too late to do anything. Often, I won't even bother trying to save a heart-stopped patient, opting just to wait a few seconds for them to die, then jam them through the cloner. Efficient, but super boring.
So, what do I think would change this to something I (and only I) would find more interesting?
Tone down Flatlining. Maybe reduce the chances to get it, or lessen the damage it causes. Something where it's more practical to treat the patient, rather than to resurrect them.
Remove the random death chance, or have it start to kick in deeper into crit where it's more likely that help isn't coming. That, and Flatlining is already deadly enough to kill someone dead without a dice roll helping it.
Remove the permastun at -100 HP. Leave it to Flatline (or random stuns) to totally incapacitate someone.
Maybe even have Crit only able to induce Shock, forcing Heart Failure and Flatline to occur through the typical progression (or poisons). Sure, you (I) could easily cheese it with gallons of Saline, but then Hypertension could just as easily cheese you (me) back.
This isn't to say that it should be hard to fuck someone up! The purpose of all this is to make actually killing someone more of a hands-on activity. If something (traitors, critters, the engine, space) wants to kill you, it should have to make sure it damn well finishes the job.
I dunno. I mostly just want to have to do something other than Cryomix and Clone fucked up hallway turkeys.