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Posted

 

Cloning should be less effective and a last resort

- reviving people with a defib and, if needed, surgery should be the primary way of reviving someone. bringing people back to life shouldn't just be a matter of bringing the body to medbay to get cloned, it should be a struggle. cloning should be a source of humans for surgery, not a source of crewmembers, since cloning would not restore their memories. dead people should be rushed to medbay to prevent brain damage from the lack of oxygen. Something should be done to make the cloner much less effective (more materials required/ cooldown etc).

 

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Posted

 

Cloning should be less effective and a last resort

- reviving people with a defib and, if needed, surgery should be the primary way of reviving someone. bringing people back to life shouldn't just be a matter of bringing the body to medbay to get cloned, it should be a struggle. cloning should be a source of humans for surgery, not a source of crewmembers, since cloning would not restore their memories. dead people should be rushed to medbay to prevent brain damage from the lack of oxygen. Something should be done to make the cloner much less effective (more materials required/ cooldown etc).

 

+1. I'm all for cloning becoming more expensive or more difficult.

 

I also wouldn't mind seeing cryotubes get nerfed.

 

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Posted

 

Irrelevant as long as SR is piss easy to mass produce and uses 0.1u per revive

 

True, but making SR too hard would make some races incredibly sucky to play.

 

Increase the amount of SR required from .1 to 10 or 20 units.

 

That would be a sensible nerf that makes it a limited resource.

 

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Posted

 

Irrelevant as long as SR is piss easy to mass produce and uses 0.1u per revive

 

True, but making SR too hard would make some races incredibly sucky to play.

That's the cost of playing said race.

 

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Posted

 

Irrelevant as long as SR is piss easy to mass produce and uses 0.1u per revive

 

True, but making SR too hard would make some races incredibly sucky to play.

That's the cost of playing said race.

 

Those races were made like that before SR existed, IIRC. It was intended that they can't be revived.

 

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Posted

 

Removing SR would be fine by me, or nerf it to needing other rare reagents (mutagen, holy water and omnizine are all infinitely produce able with minimal outside help) OR retool to work with defibs to expand the revival window (a person whose been dead 15 minutes would need to 15u to revive, each attempt damages internal organs and SR would be toxic so any left over could possibly kill / melt their organs

 

Edit:

 

Also @Shadeykins

I also wouldn't mind seeing cryotubes get nerfed.

 

Exactly what are you getting at? Cryotubes have been fixed/nerfed so they don't multiply healing chems in them (1u of cryox doesn't turn into 5-25u anymore) and they are among the slowest methods of healing available to medical right now, in addition to being easy to sabotage and generally avoided by paranoid crew because they stun/sleep occupants.

 

To compare, brute/burn healing in cryotubes is a waste of time because SP/SS/SF patches heal INSTANTLY in large amounts, so as long as your chemist is doing their job these are always the most effecient route.

 

Toxin healing in tubes is slow and best done in (upgraded) sleepers where you can dialysis any active poisons such as spider venom out, apply Pentetic Acid which purges toxins AND reagents. Sleepers also provide Mutadone and Mannitol in limitless quantities, as well as Oculine which was given a needlessly long and complicated recipe when ported for a medicine that just restore minor eye damage and hearing loss.

 

Cryotubes only major uses are healing critically wounded patients, such as those that have been bombed or otherwise taken 30+ damage from 3 or more damage types, and t1 or t2 clones/slime victims with clone damage. For nearly anything else its a waste of time as the body needs to cool down before healing starts, and warm up before they wake up, doesn't repair bone damage and requires complicated cocktails of mitocholide, mannitol, occuline and cyrox just to heal internal injuries that can usually be done faster in surgery anyways.

 

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Posted

 

@Davidchan

 

Cryotubes *do* multiply used reagents, but they don't multiply on-touch reagents like synthflesh, styptic powder, and silver sulf. Fortunately, I don't think anyone ever really abused it before I patched it.

 

It multiplies the reagents at a 10x scale, but with the default cryo mix, it's 10u of cryox - and only 4u of that is going to process before another dose is administered. Thus, %60 of the cryox isn't going to have an effect - you'll want to sub the rest of the beaker with other drugs, since patients are unable to process cryox outside of a cryotube, or in space.

 

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Posted

Before removing cloning alltogether Bay added neural laces for spessmen. Its a thing implanted into your head. Once you died and cloned, that thing must be reimplanted into new clonned body to give you control over it. People are also able to start without neural lace and willingly become completely uncloneable - while their body still can be clonned there would be no way to make it sentient.

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Posted

 

Removing SR would be fine by me, or nerf it to needing other rare reagents (mutagen, holy water and omnizine are all infinitely produce able with minimal outside help) OR retool to work with defibs to expand the revival window (a person whose been dead 15 minutes would need to 15u to revive, each attempt damages internal organs and SR would be toxic so any left over could possibly kill / melt their organs

 

Edit:

 

Also @Shadeykins

I also wouldn't mind seeing cryotubes get nerfed.

 

Exactly what are you getting at? Cryotubes have been fixed/nerfed so they don't multiply healing chems in them (1u of cryox doesn't turn into 5-25u anymore) and they are among the slowest methods of healing available to medical right now, in addition to being easy to sabotage and generally avoided by paranoid crew because they stun/sleep occupants.

 

To compare, brute/burn healing in cryotubes is a waste of time because SP/SS/SF patches heal INSTANTLY in large amounts, so as long as your chemist is doing their job these are always the most effecient route.

 

Toxin healing in tubes is slow and best done in (upgraded) sleepers where you can dialysis any active poisons such as spider venom out, apply Pentetic Acid which purges toxins AND reagents. Sleepers also provide Mutadone and Mannitol in limitless quantities, as well as Oculine which was given a needlessly long and complicated recipe when ported for a medicine that just restore minor eye damage and hearing loss.

 

Cryotubes only major uses are healing critically wounded patients, such as those that have been bombed or otherwise taken 30+ damage from 3 or more damage types, and t1 or t2 clones/slime victims with clone damage. For nearly anything else its a waste of time as the body needs to cool down before healing starts, and warm up before they wake up, doesn't repair bone damage and requires complicated cocktails of mitocholide, mannitol, occuline and cyrox just to heal internal injuries that can usually be done faster in surgery anyways.

 

Make cryotubes ineffective against toxins (or less effective against them), and make it so cryotubes won't heal above 50% (IE: You can't get above 50% HP from them), with the exception of cellular damage. I've seen dialysis used more frequently as of late, but cryotubes seem to still be the standard go-to.

 

Irrespective of whether or not patches are faster, cryotubes are presently the de facto option for doctors over literally everything else because they're easy and heal all damage types. I would argue that over 90% of patients in the medbay are treated via cryotubes on most shifts.

 

As for someone who has bleeders/broken bones, they get cryotubed before surgery anyways.

 

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