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Bicardine Toxicity for Unathi


Guest Marlon Phoenix

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Guest Marlon Phoenix
Posted

Unathi have a brute resistance that makes their organd harder to damage. On top of this there are some chit chats about buffing their blood regen. We should make sure any advantage comes with some sort of disadvantage.

Please make bicardine toxic to unathi physiology in a ratio of 1:2 This means 10 units of bicardine will cause 20 units of toxin damage. This will mean unathi must use alternate medicine (peridoxin) or traditional means of reducing brute damage, or requiring specialist treatments of a mixture of dyvolene.

Posted

Calm down, Unathi only have 20% brute resistance. That's decent, but I don't think it's enough to make them completely incapable of taking in bicaridine. I understand the intentions behind this, but I don't think we need it. You can still easily damage them or just switch to lasers.

Posted

This would make Unathi vaurca-worker-tier when it comes to wound/pain avoidance. 
Yes, I do have entire rounds in medical where I never use bicaradine and wing everything with surgery/normal regen/bandages, so it would still allow them to play properly, but 20 organ damage per 10 bicard seems insane.... 

I don't know, It's just I'd rather each species have a obvious strength and obvious weakness, rather then maybe-strength that has downsides and just muddle them all to be sort-of-shades of the same thing

 

Guest Marlon Phoenix
Posted

Is toxin damage directly translated to organ damage?

Guest Marlon Phoenix
Posted

Hmmmm....

1:0.5?

 

We were chatting about buffing blood regen. If we do i def want them to get this. There was a complaint from @Coalfthat unathi have too many strengths in combat.

Posted

So the idea is that 'nathi should be strong in combat, but hard to heal - do I have that right?

If that's the case, then this will not actually achieve the desired result - as I mentioned you can get away without ever using bicard in medical.

If this is the intended goal, consider an alternative: Make them good for in-atmos fighting, and horrid EVA. They are cold blooded more-or-less (the lore is not particularly clear on this AFAIK, but I may be wrong), and get away with using EVA suits without heating units. Want to fight a 'nathi smartly? Vent the atmos. Give them smart ways of being beaten instead of something that's just annoying for those around them.

Guest Marlon Phoenix
Posted
15 minutes ago, Naelynn said:

So the idea is that 'nathi should be strong in combat, but hard to heal - do I have that right?

Unathi are meant to be ambush predators and terrors in melew. However i want to ensure they can be countered by kiting (tajara) or smart usage of space, evasion, and endurance (humans)

A freeze ray will literally stop a unathi in their tracks while baiting them into wasting their sprint makes then the slowest thing ever for awhile. 

I was going to go with dernaline but regenerative memberane can take its place AND lasers vaporize blood ao its not burns per say that kill you.

 

Guest Marlon Phoenix
Posted
9 minutes ago, Carver said:

Why not tweak their metabolism to make healing via chemicals slower?

Amazing, i think. A lower metabolism? Id have to know what else thatd impact

Posted

Holy shit, it fits into their lizard physiology with the lower metabolism thing.

 

Space is cold, like a 20C cold. You may think, "meh, it's not that bad" but realize that Moghes is a hot $%^& planet they call their home, and you know...

something something cold blooded slower medicine metabolism

Posted

Unathi only have 10% brute resist. Them not being able to take bicaridine is some pretty shitty punishment unless you port bay's lizard regeneration abilities.

Posted
7 hours ago, BurgerBB said:

Unathi only have 10% brute resist. Them not being able to take bicaridine is some pretty shitty punishment unless you port bay's lizard regeneration abilities.

It is 20%. With autakh having 30%.

Guest Marlon Phoenix
Posted
41 minutes ago, BurgerBB said:

Then make it only apply to autakh or nerf both.

No

Posted

It doesn't make sense to apply to unathi. It feels like a balance thing than a lore thing and even then the proposed change doesn't make sense in there categories. Someone suggested to reduce the metabolism rates of unathi. That's a saner idea from both a lore standpoint and a balance standpoint.

 

Also NEVER make PRs based on "talks" of another PR. You're going to have situations where  you nerf something, expecting a buff elsewhere, but the buff being delayed/canceled. On another server that shall not be named, this literally kept happening until most people realised the dude was saying "oh there will be a buff to x to make it fair" was only saying it to submit nerfs after nerfs. The server is now dead.

Posted

I wonder if this might eventually lead to mechanics surrounding temperature-based metabolism

 

Unless we already have that.

Regardless, the thing around them metabolizing slower seems to be a good fit.

 

Posted (edited)
On 24/01/2020 at 16:52, Marlon Phoenix said:

Amazing, i think. A lower metabolism? Id have to know what else thatd impact

I'm not terribly familiar with the code but if I fathomed a guess from what I remember: Hunger would deplete slower on it's own, chemicals will stay in the system longer due to taking longer to tick (Predominantly important for a few things: Sedatives, Stimulants and Dex+). I'm not sure how the stamina system will affect and be affected, though.

Edited by Carver
Oh yes painkillers are another of the 'few things' mentioned.
Posted
2 hours ago, Carver said:

I'm not terribly familiar with the code but if I fathomed a guess from what I remember: Hunger would deplete slower on it's own, chemicals will stay in the system longer due to taking longer to tick (Predominantly important for a few things: Sedatives, Stimulants and Dex+). I'm not sure how the stamina system will affect and be affected, though.

If we only affected reagent processing, it would just make chemicals last longer and take effect slower. Stamina and hunger would be untouched.

However, it is entirely feasible to make hunger deplete slower and change stamina somehow, as well, if that's desired.

Posted
4 hours ago, MoondancerPony said:

If we only affected reagent processing, it would just make chemicals last longer and take effect slower. Stamina and hunger would be untouched.

However, it is entirely feasible to make hunger deplete slower and change stamina somehow, as well, if that's desired.

No opinion on those, but my assumption was that hunger was still tied to whatever nutriment-type chemical is in the system? At least in the sense that if you, say, ate a huge burger and took longer to process the contents, you'd by extension take longer to get hungry again.

Posted
6 hours ago, Carver said:

No opinion on those, but my assumption was that hunger was still tied to whatever nutriment-type chemical is in the system? At least in the sense that if you, say, ate a huge burger and took longer to process the contents, you'd by extension take longer to get hungry again.

That's correct, but you'd also get full slower, and the hunger drain rate would stay constant. If it's absorbed too slow, it'll drain faster than hunger is replenished, but I don't expect that to happen if it's set up right.

Guest Marlon Phoenix
Posted

Ill consider these alternatives or the OP if unathi get more blood regen. Im now getting contradictory statements about unathi in combat.... 

Posted

Any reagents that cause harm to people will never, ever, be used outside the most dire of circumstances.

 

Bicaridine is a common chemical used to help people recover, not stay in a fight; there is no reason to do this, and is baseless. 20% brute resistance is mediocre at best and negligible at keeping you alive under brainmed. It simply means some things that can pop your arteries, wont, and you're a little harder to delimb.

 

Do not do this. This doesn't solve a problem, and causes several.

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