Re: Discussion: Reusable/Disposable Syringes
Posted: Thu Jun 28, 2018 11:54 pm
As someone who's routinely been against nerfing medical in general, here's the post I made on the PR:
TLDR: You're correct, and I agree with you, but enough people feel differently that changes are being made. But, given that this would mean that treatment takes like... literally one to two additional minutes due to bicaridine being a bit slower, it's not that big of a deal.
Long version:
I personally don't think chemistry, aside from alkysine, needed to be changed at all. But that's evidently the minority viewpoint. People were constantly suggesting various nerfs to chemistry without any thought into the fact that if it weren't for chemistry, there would be no healing. There are no other options. There are no alternatives. You'd have brute/burn kits for 49 damage per limb or less, but other than that, chemistry is your only option.
The second part of this PR, brute/burn heal surgeries, will hopefully alleviate that and make the players that are freaking out, not freak out. The only damage type that's actually being affected here is brute. Burn is still healing fast due to KeloDerm. Toxin is unchanged completely. Oxy was actually made slightly easier by slowing Dexalin's metab rate and adjusting the amount healed per unit to keep it the same so it heals for a longer period of time.
I think that this change, while not really all that necessary, isn't major, due to the fact that out of all of the damage types, the one that's easiest to deal with already was the one that was made 30% slower to heal with its chem. If you get to someone with a case of oxy damage, it's likely that oxy damage has a risk of increasing. Same goes for toxin and burn damage. Brute, however, only increases if you're actively being attacked or if you're in a vacuum, in both cases, as soon as you're out of the hostile environment, the damage won't rise. It's static. This makes it easier to treat than the other three damage types, which all have the risk of rising.
Because of this, Vermicetol, which is made with solar grub meat, is going to be a tier 2 version of bicaridine, because frankly, while it's nice, it isn't at all necessary. And if things go according to plan, we'll have a surgery to heal brute/burn from limbs soon-ish anyway to give another, potentially faster means of healing brute damage. Worst case scenario, there's still cryo, which is unchanged and works great for every damage type and can heal them to full health in a matter of seconds.
To clarify:
A full syringe of Dermaline will heal 120 burn damage. A syringe of KeloDerma will heal 90 burn damage, but at a faster speed than straight Dermaline. This is honestly fine.
Bicaridine takes a reduction from healing 90 per syringe to 60 per syringe, but it's a lower priority, less dangerous damage type. The side effects, such as organ damage and bleeding, are the primary causes of concern, so making use of bicaridine, tricord, cryo, trauma kits, this really isn't a big deal either.
And then there's upcoming PR at some point to add in the surgical alternatives which, in the hands of a decent surgeon, would heal a bit faster than bicar would in the same time-frame. Combining these might honestly reduce time spent in medical, simplifying things to "Print report, inject, 4 surgical steps, print report, discharge"
And I know that leaving scenes to handle idiotic injuries is annoying. You know that I know this. Medical is literally the only department I play and I've been playing here for several years. But, the thing is? That's fine, to me. If having to do medical stuff instead of scening really bothered me, I'd...probably go off duty, or at the least, pick a different, less frequently essential department. That was something that was present before this PR, and here's what will change following this PR if it's merged.
Going with a brute damage example, since that's the only reagent that's actually going to be kinda slow-ish at healing. Someone is brought in with 100 brute damage and has a broken leg. Bicaridine, currently, heals at 1.2 per tick, taking about 83 ticks to heal that damage completely, assuming nothing else is used. Add maybe 40 seconds for the broken leg and you'd have left your scene for around 120 seconds - two minutes. Add three minutes for transit, up to five minute interruption.
Assuming the same situation with the PR's value? Roughly 120 ticks for brute to be healed entirely, add forty for the surgery, three minute for transit time, it's roughly a 40 second increase. When brute heal surgeries are in, you can reduce it back again by handling that while you fix any fractures, and until then? It's still not that big of a deal. Using only bicaridine to heal 199 damage, assuming they somehow didn't die, it'd add on an extra 80 seconds. Just over 1 minute of additional healing, assuming you use nothing else, at the max amount of damage possible without dying, in a damage type that will never increase in any meanginful rate as long as the patient is in a safe area and not actively being mauled.