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Request: Simpler antag healing


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Posted

Any chance we can buy regeneration in a bottle? I know very little about medicine, and its really annoying when you somehow end up too dumb to use even an airlock or the unbolting button of, say, the bunker Double that when you have plenty of TC to feasibly cure it with the medicine available but no idea how to use it properly, of which items would solve it when applied.

Posted

Isn't the fix to this to learn medical systems? It's not very difficult to get the basics down. I'm not really a fan of further simplifying antag kits when it's yet to really make any positive impact.  

Posted (edited)

And if you want to learn med, you can always ask in the department discord for help. Both in-game and out. Lot of us seem to like teaching for some reason. LoL

 

However. If we do want to give antags a buff, just give them some autoinjectors full of rezadone and the infection preventing medicine that I forget the name of.

Edited by Lordnesh
Posted
3 hours ago, Alberyk said:

We have this already, it is called chemicals. Besides, most antags have some kind of healing.

Not very useful. I know there are chemicals, the problem is that for all the medical items available in the uplink, I don't know what would work or not. To give an example I bought the combat belt for the chemicals in it, and I applied three different ones that made sense (I was caught in a fuel tank explosion and got brain damage, brute and some oxy), I then had to look up each chemical and kinda guess how much I had to apply.

3 hours ago, Peppermint said:

I'm not really a fan of further simplifying antag kits when it's yet to really make any positive impact.  

I'm not saying it should be cheap, I'm just saying that in a situation where a traitor has the TC to spare but not the knowledge, it'd be nice if we had a hail-mary option, rather than having to acquire that knowledge on the spot. So you can either save TCs by applying the cheaper kits yourself, or pay the price and be sure it works. I don't mind being slowed down, but that particular brain damage thing was just.. annoying.

I'm not trying to be salty, just seems like we can purchase our way out of every other problem with TCs, but not medical unless we know exactly how to apply it.

Posted (edited)

I've always wished for some kind of auto-doc that could be purchased and used, even if it rendered you vulnerable (out cold) for the time it would take. Bonus points if it's re-usable but quite slow, effectively a paid-for technological version of changeling regen that you need to carry around or hide between uses.

Edited by Carver
4
Posted

If you don't know even a little chemistry, you're at a serious disadvantage when playing antagonist. It's considered a de facto practice to have an understanding of almost all the in-game jobs before diving into the antagonist role, otherwise you will have issues with survivability as an exclusive station role that has even more skills leeway than other characters.

Posted
On 24/07/2021 at 14:00, NerdyVampire said:

Not very useful. I know there are chemicals, the problem is that for all the medical items available in the uplink, I don't know what would work or not. To give an example I bought the combat belt for the chemicals in it, and I applied three different ones that made sense (I was caught in a fuel tank explosion and got brain damage, brute and some oxy), I then had to look up each chemical and kinda guess how much I had to apply.

I'm not saying it should be cheap, I'm just saying that in a situation where a traitor has the TC to spare but not the knowledge, it'd be nice if we had a hail-mary option, rather than having to acquire that knowledge on the spot. So you can either save TCs by applying the cheaper kits yourself, or pay the price and be sure it works. I don't mind being slowed down, but that particular brain damage thing was just.. annoying.

I'm not trying to be salty, just seems like we can purchase our way out of every other problem with TCs, but not medical unless we know exactly how to apply it.

In my opinion, you can't really say they're not very useful if you don't know about them. There's been recent buffs to the meds an antag can buy, and those belts come loaded with it. There's also been a change in pain tresholds, bleeding, etc.

If you're really having a problem with this, as others have said, I recommend you make an intern character and just learn the ropes.

Posted
1 hour ago, Desven said:

If you're really having a problem with this, as others have said, I recommend you make an intern character and just learn the ropes.

I think this is probably my major reason for supporting this concept. Considering the server continually struggles with people not having antag preferences turned on (and I'm one of those people), I feel like creating an atmosphere of "To play antag you need to have learned every department (Or at least Sec, Med and Engi)" is somewhat counterproductive, particularly given that not everyone is going to enjoy playing every department for long enough to learn the basics.

Posted

I've never been a fan of irrationally stretching my character's knowledge for antag roles. A great deal of other tools were designed with 'an idiot could use', such as the advanced door hacker that does the work itself or the cryptographic sequencer being a debit card of utility. Of course, can't forgot the old syndicate donk pockets that were just 'use to heat up, eat for an oral dose of healing chemicals'.

Posted

Sin-pockets, thats what i'll say, from what i've seen of them they're like a miracle cure, no clue what chem they use to fix, but i've never seen a situation where they didnt help

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