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Reduce medical chemical effectiveness #36

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hry-gh opened this issue Mar 15, 2023 · 1 comment
Open

Reduce medical chemical effectiveness #36

hry-gh opened this issue Mar 15, 2023 · 1 comment
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Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Code Needs Testing

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@hry-gh
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hry-gh commented Mar 15, 2023

NEEDS TESTING NOTE: This will need to be tested and feedback gathered about how it ends up playing out before a merge of the idea can be guaranteed, however, it is desired.

Nerf how effective medicinal chems are, and add depth to physical treatment. Readd infections, disinfectants to deal with it. Make suturing more important to close wounds, bleeding should be stemmed with stuff like haemostatic granules, other compressive haemostats. This should be given to medics + a limited supply in pouches to PFCs to stem rather than treat wounds.

Properly treating wounds should be done by medics. Major trauma - like bonebreaks, IB - should be reserved for doctor surgeries.

Allow medics to do some brutal groundside surgeries, like amputations, in the event of major infection to a limb.

@hry-gh hry-gh added this to Roadmap Mar 15, 2023
@hry-gh hry-gh converted this from a draft issue Mar 15, 2023
@Drulikar
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Drulikar commented Feb 4, 2024

Not sure at the moment what all chemicals would need to change, other than likely IA. However increasing the depth of medical procedures that are required (such as talked about above):

  • Eschar/Infections from burns
  • Wound infections
  • Lingering brute damage that takes time to heal

Also some aspects of just access to medical items in general:

  • Groundside restocking of stacks should be disabled (keep shipside vendors able to do so): Require restock pack from req

@Drulikar Drulikar added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Feb 8, 2024
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