Suggest new chems!

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Audi_Gzz
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Re: Suggest new chems!

Post by Audi_Gzz » 04 Nov 2018, 08:39

I'm gonna have to lean to a chem that fixes bones ONLY in cryocells which means if its made into a pill and given to a marine out of a cryo cell it does NOTHING at all. But the process of the healing of bones takes a longer time than the surgery. After all we can't have the cryocells looking like a new autodoc if this chem is added in.
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Re: Suggest new chems!

Post by Dauntasa » 04 Nov 2018, 08:41

How about some more combat stims?
Occuline: Long-lasting. Increases shooting accuracy but causes you to slowly go blind. Reacts poorly with Imidazoline.
Balboazine: Improved recovery from knockdowns, minor pain resistance and increased melee damage. Side effects greatly reduce shooting accuracy and cause slurred speech.
Reliazol: Extremely Long lasting. Minor pain resistance, a small boost in movement speed and very slightly improved recovery from stuns. A modestly effective and totally non-harmful stimulant. Must be administered intravenously via syringe, has no effect when consumed.
Charganol: Metabolizes fast and has a low overdose threshold, maximum effective duration of one minute. Provides total immunity to pain and slowdown from injuries. Causes you to pass out for a few minutes when the last of it leaves your system. Overdose causes immediate coma. Not safe for continuous use, causes guaranteed organ damage as it metabolizes.
Thanatol: Provides total immunity to pain and stuns and a substantial boost in speed, but results in completely unavoidable and irreversible death 5 minutes after it is first administered.

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Re: Suggest new chems!

Post by misto » 04 Nov 2018, 08:59

well, let me think, what are some of the challenges that humans often face that dont have any current chems to help with them

maybe a chem that gives humans mild darkvision temporarily

something that buffs invisible stats such as accuracy or bulletspread temporarily, if possible

a slow acting pain med that numbs out pain over a long term at the cost of ruining mobility, only to be applied to people who are too damaged to be functional at all otherwise

something that speeds up timer actions like welding and barricade constructing

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Re: Suggest new chems!

Post by Mister Jeether » 04 Nov 2018, 09:09

- Bring back thermite

- Durazine: Extremely powerful painkiller and rapidly regenerates brute, and burns, while slowly dealing genetic and toxins damage (very illegal)

- Meth (literally meth): Addictable, will make you trip balls and has a chance of slightly speeding you up each time it's metabolized for 2 seconds. Has a very small chance to give you toxins damage each time it metabolizes.

- Xenomorph blood: literally xeno blood. Extremely powerful acid (potential replacer for thermite?)
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Re: Suggest new chems!

Post by Griffith78 » 04 Nov 2018, 09:25

Mister Jeether wrote:
04 Nov 2018, 09:09
- Bring back thermite

- Durazine: Extremely powerful painkiller and rapidly regenerates brute, and burns, while slowly dealing genetic and toxins damage (very illegal)

- Meth (literally meth): Addictable, will make you trip balls and has a chance of slightly speeding you up each time it's metabolized for 2 seconds. Has a very small chance to give you toxins damage each time it metabolizes.

- Xenomorph blood: literally xeno blood. Extremely powerful acid (potential replacer for thermite?)
+1 to durazine and thermite
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Re: Suggest new chems!

Post by Hughgent » 04 Nov 2018, 09:43

We've got these upgrades:
  • Dexalin -> Dexalin Plus
  • Kelotane -> Dermaline
  • Dylovene -> Arithrazine (bet ya didn't know this one.)
  • Bicardine -> _________
I propose something that's a more effective per unit but slower acting brute healing chemical. Something you can pair with Bicardine to make it a one stop shop for brute damage healing. Have it OD at 10u to screw with my favorite method of pill generation of always making half OD doses. So Bica____ would be 7.5 7.5 or 10 5. TriBica would heal faster, but this would heal more.

As for a name? Hemostat, Bicardine Plus, Bicardine LL, Tanozon.

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Re: Suggest new chems!

Post by DefinitelyAlone0309 » 04 Nov 2018, 09:58

Hughgent wrote:
04 Nov 2018, 09:43
We've got these upgrades:
  • Dexalin -> Dexalin Plus
  • Kelotane -> Dermaline
  • Dylovene -> Arithrazine (bet ya didn't know this one.)
  • Bicardine -> _________
I propose something that's a more effective per unit but slower acting brute healing chemical. Something you can pair with Bicardine to make it a one stop shop for brute damage healing. Have it OD at 10u to screw with my favorite method of pill generation of always making half OD doses. So Bica____ would be 7.5 7.5 or 10 5. TriBica would heal faster, but this would heal more.

As for a name? Hemostat, Bicardine Plus, Bicardine LL, Tanozon.
Feels like it would be too powerful as most of the damage you get in this game is brute, with burns even by the hundreds easily taken care of by KeloDerm
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Re: Suggest new chems!

Post by LittleBlast » 04 Nov 2018, 11:09

Something that makes chemicals work after the patient dies but also speeds up the rate that they go permadead. So like while it is in their system their heart will pump chems but they also get closer to permadead 2x as fast
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Re: Suggest new chems!

Post by CABAL » 04 Nov 2018, 11:56

Easy: Something that reduces stun timers. I guess narcotics would work great, but they should be only available from Cargo by Black Market Medical Crate.
This way nobody will salt that they are too easy to get and too powerful. It would be against Law and you have to get RO/CT to cooperation.

Combat stims would be also nice and they were (are?) used by real armies in the world.
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Re: Suggest new chems!

Post by LittleBlast » 04 Nov 2018, 12:17

CABAL wrote:
04 Nov 2018, 11:56
Easy: Something that reduces stun timers. I guess narcotics would work great, but they should be only available from Cargo by Black Market Medical Crate.
This way nobody will salt that they are too easy to get and too powerful. It would be against Law and you have to get RO/CT to cooperation.

Combat stims would be also nice and they were (are?) used by real armies in the world.
We have that already in Synaptazine I believe it is
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Re: Suggest new chems!

Post by Awesomesauce935 » 04 Nov 2018, 12:24

CABAL wrote:
04 Nov 2018, 11:56
Easy: Something that reduces stun timers. I guess narcotics would work great, but they should be only available from Cargo by Black Market Medical Crate.
This way nobody will salt that they are too easy to get and too powerful. It would be against Law and you have to get RO/CT to cooperation.

Combat stims would be also nice and they were (are?) used by real armies in the world.
We already have Synaptazine, which does exactly that, reducing stun timers while giving serious toxin damage, i usually pair it with Hyperzine for a movespeed boost, and Arthrizine and Tricord to manage the toxin damage. The only problem is that the OD threshold is 6u, making it difficult and time consuming to create a "perfect" pill in large enough quantities to distribute. I usually try to get some of my own mix of stims groundside whenever i have chem time.

Also on Topic: A stim that makes humans able to perform actions faster like synths and preds do, but obviously not as strong and with downsides to their health. A painkiller that is dangerously powerful, probably doing organ damage. A buff to Hyperzine, it's used up too quickly right now, you barely get use out of it. Give us a chem that kills weeds and especially sticky resin en-masse when used in a gas grenade since clearing caves that are fully covered in it is nightmarish.

Also to echo previously mentioned points, Bonefixing or IB managing meds for cryo is good, but make them a nightmare to produce, such as gobbling photon and requiring multi-stage chems like Ryetalyn, or Requring some new component from Req, or requiring engineering to modify your machines or construct a new one, more departmental interaction would be amazing.
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Re: Suggest new chems!

Post by Grubstank » 04 Nov 2018, 13:39

- Antiparasitics -- difficult and chem intensive to make, but slows larva growth substantially
- An actual recipe for Weed-Be-Gone

- Drug interactions; eg, dermaline reacting with bicaridine, tramadol, or another common drug
- Better forms of bicaridine/tricordrazine with punitive drug interactions similar to the above

I'd like to see the medical system changed to include shock, and other conditions which affect heart rate/blood pressure -- at the moment pulse is really only useful as a yes/no for PFCs to check if somebody is alive or not. Various drugs such as vasopressors could be introduced as stopgap measures to help manage shock and blood volume, and it would also highlight the importance of painkillers as more than just for the patient's quality of life.

and yeah some purging drugs would be nice, so that your round isn't totally fucked when a bald medic ODs you.
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Re: Suggest new chems!

Post by tobinerd » 04 Nov 2018, 14:28

Hughgent wrote:
04 Nov 2018, 09:43
We've got these upgrades:
  • Dexalin -> Dexalin Plus
  • Kelotane -> Dermaline
  • Dylovene -> Arithrazine (bet ya didn't know this one.)
  • Bicardine -> _________
I propose something that's a more effective per unit but slower acting brute healing chemical. Something you can pair with Bicardine to make it a one stop shop for brute damage healing. Have it OD at 10u to screw with my favorite method of pill generation of always making half OD doses. So Bica____ would be 7.5 7.5 or 10 5. TriBica would heal faster, but this would heal more.

As for a name? Hemostat, Bicardine Plus, Bicardine LL, Tanozon.
Synthocarisol is what you're looking for. But should be changed into a lower OD limit. Yet another cool chem that could be made through heating.

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Re: Suggest new chems!

Post by SolarMacharius » 04 Nov 2018, 16:15

Anything that allows for research to make interesting explosives.

Stabilizing agent to prevent ship side explosions.

Chlorine trifloruide to make nasty high temp fires.

Napalm so the fire sticks to the bugs

Maybe even phlogiston for an even better burn.

Basically he’ll smoke grenades you see on other servers. The limiting factor to avoid them being op is the amount of effort it takes to make the chems and the grenade assembly itself. When most researchers make grenades now, they don’t tend to make that many.

Basically make chemistry a fun role instead of just a chore of handing out meds to medics at the start of the round and then not touching it for 45 minutes plus.
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Re: Suggest new chems!

Post by DefinitelyAlone0309 » 04 Nov 2018, 20:13

2 chems:

1 for increasing the metabolism rate of everything else while the chem is metabolized.
1 for slowing the metabolism rate of everything else while the chem is metabolized.
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Re: Suggest new chems!

Post by Hughgent » 04 Nov 2018, 20:22

DefinitelyAlone0309 wrote:
04 Nov 2018, 20:13
2 chems:

1 for increasing the metabolism rate of everything else while the chem is metabolized.
1 for slowing the metabolism rate of everything else while the chem is metabolized.
Do you see the first as speeding up the effects? such as how Kelotane heals X per unit per second, this would just increase the rate at which the Kelotane is applied.

Do you see the second as increasing the effectiveness? such as Kelotane heals X per second, and this extends the amount of time the drug applies it's effect.

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Re: Suggest new chems!

Post by Sakuyoi » 04 Nov 2018, 20:24

Well i want a chem for fixing bone fractures. Probably the main catalyst is milk? (So its not unbalanced) Make milk a chem and make a chem out of milk to fix bone fractures. Or just give research some dehydrated cows that they can milk. Theres a part in research thats still open (that can be a ranch or some sort) Also give research a vendo for making grenades. It would help a lot giving SL's custom grenades for special purposes.
Im quite open to the idea that the chem fixes the bones in cryo too or in the field. Because im getting quite tired of marines going up with one fractured foot or fractured hand when they can still be staying planetside
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Re: Suggest new chems!

Post by tobinerd » 04 Nov 2018, 20:35

SolarMacharius wrote:
04 Nov 2018, 16:15
Basically he’ll smoke grenades you see on other servers. The limiting factor to avoid them being op is the amount of effort it takes to make the chems and the grenade assembly itself. When most researchers make grenades now, they don’t tend to make that many.
Trust me, many researchers can (and done before) make 10+ nades before deployment. You just need the help of an MT for a few minutes if you want to mass produce them. But it's not that difficult to do really.
Sakuyoi wrote:
04 Nov 2018, 20:24
Well i want a chem for fixing bone fractures. Probably the main catalyst is milk? (So its not unbalanced) Make milk a chem and make a chem out of milk to fix bone fractures. Or just give research some dehydrated cows that they can milk. Theres a part in research thats still open (that can be a ranch or some sort) Also give research a vendo for making grenades. It would help a lot giving SL's custom grenades for special purposes.
Im quite open to the idea that the chem fixes the bones in cryo too or in the field. Because im getting quite tired of marines going up with one fractured foot or fractured hand when they can still be staying planetside
Pretty sure that empty area in research will be used for the big "Research Update" we've heard about for a while.

But yea, give marines a reason to bring cows to the almayer. We'll just build our own farm for bone medicine. Implementing it this way, wouldn't make it too overpowered either. That's quite the effort required for bone medicine

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Re: Suggest new chems!

Post by DefinitelyAlone0309 » 04 Nov 2018, 20:51

Hughgent wrote:
04 Nov 2018, 20:22
Do you see the first as speeding up the effects? such as how Kelotane heals X per unit per second, this would just increase the rate at which the Kelotane is applied.

Do you see the second as increasing the effectiveness? such as Kelotane heals X per second, and this extends the amount of time the drug applies it's effect.
Yes to both.
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Re: Suggest new chems!

Post by Hughgent » 04 Nov 2018, 20:54

DefinitelyAlone0309 wrote:
04 Nov 2018, 20:51
Yes to both.
Yeah i'm down. that's a good tradeoff for a super med additive. space for effectiveness and space for speed.

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Re: Suggest new chems!

Post by Renomaki » 04 Nov 2018, 21:38

I know this is a stupid idea, but wouldn't be funny if we had a chem that would temperately increase the damage of one's melee punches?

Instead of a combat stim that makes you faster, why not a combat stim that makes you stronger, increasing your pain tolerance, slightly reducing damage, and making you punches more formidable?

The trade-off, of course, would be that you slowly suffer heart damage over time, while overdosing on it would result in the user taking large amounts of toxins and heart damage.

I suppose you could call it... Steroids!
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Re: Suggest new chems!

Post by DefinitelyAlone0309 » 04 Nov 2018, 21:53

Renomaki wrote:
04 Nov 2018, 21:38
I know this is a stupid idea, but wouldn't be funny if we had a chem that would temperately increase the damage of one's melee punches?

Instead of a combat stim that makes you faster, why not a combat stim that makes you stronger, increasing your pain tolerance, slightly reducing damage, and making you punches more formidable?

The trade-off, of course, would be that you slowly suffer heart damage over time, while overdosing on it would result in the user taking large amounts of toxins and heart damage.

I suppose you could call it... Steroids!
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Re: Suggest new chems!

Post by tobinerd » 05 Nov 2018, 06:26

Renomaki wrote:
04 Nov 2018, 21:38
I know this is a stupid idea, but wouldn't be funny if we had a chem that would temperately increase the damage of one's melee punches?

Instead of a combat stim that makes you faster, why not a combat stim that makes you stronger, increasing your pain tolerance, slightly reducing damage, and making you punches more formidable?

The trade-off, of course, would be that you slowly suffer heart damage over time, while overdosing on it would result in the user taking large amounts of toxins and heart damage.

I suppose you could call it... Steroids!
How about Creatine

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Re: Suggest new chems!

Post by Nimiety » 05 Nov 2018, 06:37

Wouldn't like bone fixing cyro cells because I like them as they are thank you very much. Maybe instead of new drugs we let pfcs use any of the autoinjectors and stop pretending that they don't just get minmaxed oxycodone/keloderm/bicard/tramadol flasks to bypass the 'skill lock' on pill bottles and autoinjectors.

I'd also like a rebalance of the medical system away from pills being the solution to everything and putting the lions share of the heal power on the advanced trauma/burn kits and bandages/ointment instead. That way we can get rid of the child safe caps on pill bottles all together!
Last edited by Nimiety on 05 Nov 2018, 06:56, edited 6 times in total.

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Re: Suggest new chems!

Post by CABAL » 05 Nov 2018, 06:48

Renomaki wrote:
04 Nov 2018, 21:38
I know this is a stupid idea, but wouldn't be funny if we had a chem that would temperately increase the damage of one's melee punches?

Instead of a combat stim that makes you faster, why not a combat stim that makes you stronger, increasing your pain tolerance, slightly reducing damage, and making you punches more formidable?

The trade-off, of course, would be that you slowly suffer heart damage over time, while overdosing on it would result in the user taking large amounts of toxins and heart damage.

I suppose you could call it... Steroids!
From Space Marines to Doom Marines in seconds. Berserk pack with cool animations of glory kills on xeno by bare hands and I would be even entertained watching it as a ghost, not even talking about doing it yourself.
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