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Make being under anesthesia slowly generate cryptobiolin


sdtwbaj

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Posted

When one comes off of anesthesia currently, they're perfectly ship shape like they weren't just drugged into unconsciousness. I think that after being anesthetized and brought back awake, one should have some wooziness and drunken effects left over for a bit. I propose that being under anesthesia slowly generates cryptobiolin in the system, with more generating the longer one is under anesthesia.

Posted

Idea is not terrible, but accomplishing it via generating cryptobiolin is a shitty idea. Anaesthesia does not just magically cause your body to synthesize a space chem.

Posted

Idea is not terrible, but accomplishing it via generating cryptobiolin is a shitty idea. Anaesthesia does not just magically cause your body to synthesize a space chem.

 

could just make what is, essentially, cryptobolin in function but is renamed as "Anasthetic" for fluff purposes

Posted

Cryptobiolin is not necessarily a "space chemical" so much as it is a temporary debuff... Could always make a subtype of it as a trace chem that doesn't appear on the scanner, kinda like toxins.

Posted

Cryptobiolin is a space chemical. There is no need to use the chemistry system to implement anaesthetic changes. Anesthesia is not a space chem, it is a gas, and gasses really are not designed to integrate with the chemistry system.

Posted

or..or..just increment dizziness and confusion instead of using cryptobiolin as a middleman for no reason

 

Cryptobiolin allows for a treatment to nullify it as well.

Posted

Under normal circumstances, people who are put under anesthetic are left that way for an extended period, often at least a half hour, because surgery is slow and requires a lot of care. In this game, surgery takes less than five minutes under most circumstances.


The higher speed that everything happens in this game sort of discourages an extra period of disorientation after the surgery. I don't see that making someone walk around dizzily for several minutes after the surgery - especially since the surgery itself takes only several minutes - particularly adds anything other than frustration and doubling your downtime, however you implement it. Either that, or you make the dizziness only last about half a minute, at which point it's largely inconsequential.


In either case, that's barely enough time to even roleplay the disorientation before it wears off and you waddle away, all better. I expect many people would just sit down and afk to grab a snack or drink during their dizzy period instead.

Posted

I like the idea. But here's my fear: crappy surgeons who essentially take you out of a round for 20 minutes because you're under anesthetic the whole time, and then, on top of that, you have a multiplied recovery period because you were under anesthetic for the whole time.


I would suggest capping the potential max debuff after, say, 5 minutes of anestetic. Or, perhaps code it so that after 15 minutes of anesthetic, your body adapts and starts metabolizing the debuff while still under general anesthetic, so, after 5 minutes of surgery, you might have 5 minutes of the debuff. 10 minute surgery, 10 minute debuff. 15 minutes surgery, 15 minute debuff. But then, 20 minute surgery, 10 minute debuff. 25 minute surgery, 5 minute debuff, and 30+ minute surgery, 0 minute debuff (assuming you are under anesthetic the entire time.


Whatever debuff is given, it shouldn't be a chem. Then you'll just have powergaming surgeons toss their patients into sleepers and use dialysis after surgery.


+1 assuming malpracticebay is taken into account.

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