Suggest new chems!

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ThePiachu
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Suggest new chems!

Post by ThePiachu » 03 Nov 2018, 22:10

During the townhall, someone suggested that we add more chems into the game. I was thinking about that for a bit now, and would like to get your input as to what sort of chems we should add. No guarantee if and when that will be coming, but if you have some good suggestion, it just might make its way into the code one day...
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Re: Suggest new chems!

Post by carlarc » 03 Nov 2018, 22:12

purge chem
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Re: Suggest new chems!

Post by DriedMilk » 03 Nov 2018, 22:12

make something that stops the 500 brute damage meme deaths in HvH
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Re: Suggest new chems!

Post by Ghostdex » 03 Nov 2018, 22:14

DriedMilk wrote:
03 Nov 2018, 22:12
make something that stops the 500 brute damage meme deaths in HvH
yeah this

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Re: Suggest new chems!

Post by KittyHawkpilot019 » 03 Nov 2018, 22:16

ThePiachu wrote:
03 Nov 2018, 22:10
During the townhall, someone suggested that we add more chems into the game. I was thinking about that for a bit now, and would like to get your input as to what sort of chems we should add. No guarantee if and when that will be coming, but if you have some good suggestion, it just might make its way into the code one day...
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Re: Suggest new chems!

Post by Wolf_544 » 03 Nov 2018, 22:21

stabilizer Agent
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Re: Suggest new chems!

Post by Sora9567 » 03 Nov 2018, 22:42

Probably really hard to implement, but maybe some sort of "experimental painkiller" where it's pretty strong and lasts for a while, but you slowly take damage of some kind, such as toxin/brute etc. You can't combine it with bicard/kelo/tricord- its intended purpose is to keep marines upright so they can get to the dropship to evac. Given its nature, it could probably be used as a "You WILL evac because you're on the clock."
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Re: Suggest new chems!

Post by Wolf_544 » 03 Nov 2018, 22:58

and add the phlogiston so we can make better fire granades
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Re: Suggest new chems!

Post by Survivor » 03 Nov 2018, 23:02

DriedMilk wrote:
03 Nov 2018, 22:12
make something that stops the 500 brute damage meme deaths in HvH
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Re: Suggest new chems!

Post by Sulaboy » 03 Nov 2018, 23:18

Bone fixing juice for the cryotube. Make it fix bones slowly, and other cool stuff.
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Re: Suggest new chems!

Post by GenericUsername » 03 Nov 2018, 23:20

larva venom, only unlocked with research or admin spawned, kills both the host and the larva
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Re: Suggest new chems!

Post by 420MYK » 03 Nov 2018, 23:25

Maybe not a new chem but id like more surgery options to have to be used, Like if organs take so much damage you cant just trauma kit them you gotta actually replace the organ. maybe needing a chem to go along with it that allows the body to survive very short term with a dead organ

Edit: OH and a nightvision chem would be cool. maybe not full nightvision but extends light sources brightness while you have it.
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Re: Suggest new chems!

Post by Triiodine » 03 Nov 2018, 23:29

420MYK wrote:
03 Nov 2018, 23:25
Maybe not a new chem but id like more surgery options to have to be used, Like if organs take so much damage you cant just trauma kit them you gotta actually replace the organ. maybe needing a chem to go along with it that allows the body to survive very short term with a dead organ

Edit: OH and a nightvision chem would be cool. maybe not full nightvision but extends light sources brightness while you have it.
I know on other servers you can survive with no organs (excluding the heart) with enough steady doses of epinephrine. A specific chem for holding bodies over without organs would be pretty neat though
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Re: Suggest new chems!

Post by conthegodoffire » 03 Nov 2018, 23:55

OH I got one.
Can we make peri useful again?
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Re: Suggest new chems!

Post by Butlerblock » 04 Nov 2018, 00:11

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Re: Suggest new chems!

Post by TreeCop » 04 Nov 2018, 01:23

Fire-proof chems. Reduces damage taken while on fire.

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Re: Suggest new chems!

Post by tobinerd » 04 Nov 2018, 01:51

So I got a lot of things in mind, mostly from chems on other SS13 servers, that I think would be cool to add:
  • Inacusiate (Cures deafness)
  • Universal Enzyme (Need this for kitchen stuff)
  • Nanoblood (From BayChem, 1 unit turns into 4 units of blood when injected, very low OD threshold)
  • Haloperidol (Anti-psychotic chem that removes hallucinogenic effects and purges hallucinogenic drugs.)
Also, adding a chem heater I think would be a cool way to get some extra chems into play. Here's some ideas for that:

Heated chems
  • Activated Charcoal (A purge chem that also causes vomit)
  • Caramel (We have a kitchen now, so why not add more sweets)
  • Calomel (Another purge chem possibility. If your health is above 20, large amounts of toxin damage is dealt.)
I'll probably get some more interesting and unique ideas later, when I'm not super tired after having been awake for 20 hours strait...

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Re: Suggest new chems!

Post by Drevenshekel » 04 Nov 2018, 02:22

Ear fixing juice for curing deafness would be a god send
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Re: Suggest new chems!

Post by Madventurer » 04 Nov 2018, 03:10

Just bone fixing medicine that causes massive pain in return. Also dangerous in other ways so it would be mostly for doctors.
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Re: Suggest new chems!

Post by DefinitelyAlone0309 » 04 Nov 2018, 03:15

Madventurer wrote:
04 Nov 2018, 03:10
Just bone fixing medicine that causes massive pain in return. Also dangerous in other ways so it would be mostly for doctors.
Why would doctors need this? They're either in medbay, which means they can fix broken bones on a whim, or they're in their field hospital, which means they can fix broken bones on a whim as well. The only actual reason why someone would use this is if they're getting swarmed by patients, and you don't want to stuff your patients with pills that "causes massive pain in return" and is "also dangerous in other ways" even in that situation.
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Re: Suggest new chems!

Post by Madventurer » 04 Nov 2018, 03:22

That's the tradeoff for it. I can see situations where it could be useful, and medics COULD use them, just very carefully.
And the tradeoffs would be necessary to just not make it automatic bone-fixer for field medics, no evac necessary without organ damage.
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Re: Suggest new chems!

Post by DefinitelyAlone0309 » 04 Nov 2018, 04:07

Madventurer wrote:
04 Nov 2018, 03:22
That's the tradeoff for it. I can see situations where it could be useful, and medics COULD use them, just very carefully.
And the tradeoffs would be necessary to just not make it automatic bone-fixer for field medics, no evac necessary without organ damage.
Nobody with a brain will use this when broken bone (on its own) can be easily held back with a splint to let the person keep on fighting. Medics won't risk throwing away more resources to deal with this chem's side effect, and doctor won't give a fuck about it at all and would rather just autodoc the dude.

If it gets to the point where you actually need to fix the broken bones for good (3+ splints), you'd be better off sending the dude up instead of letting him suffer for this chem.
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Re: Suggest new chems!

Post by Madventurer » 04 Nov 2018, 04:14

All of those are fair points. Seems like it wouldn't be such a useful chem.
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Re: Suggest new chems!

Post by Kesserline » 04 Nov 2018, 06:52

Peridaxon+ = Not in current stocks. Need to be produced by chemist. Repair all organs instead of just denying symptoms. Recipe : 1u peridaxon, 1u (INGREDIENT TO ORDER) (5u Phoron Catalyst)
QC+ = Not in current stocks. Need to be produced by chemist. Repair all IB instead of just denying symptoms. Recipe : 1u QC, 1u (INGREDIENT TO ORDER) (5u Phoron Catalyst)

Will allow to return to the old pre QC/Peri Nerf. Though, the current trades off proposed will prevent early round (unless very good and smooth Req/Medbay, which should then be a reward) and only acces to those meds during the round. It'll be possible to issue that to squad medics, but everything that is not issue at roundstart is way more difficult to be accessed by squad medics.

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Re: Suggest new chems!

Post by tobinerd » 04 Nov 2018, 08:37

Kesserline wrote:
04 Nov 2018, 06:52
Peridaxon+ = Not in current stocks. Need to be produced by chemist. Repair all organs instead of just denying symptoms. Recipe : 1u peridaxon, 1u (INGREDIENT TO ORDER) (5u Phoron Catalyst)
QC+ = Not in current stocks. Need to be produced by chemist. Repair all IB instead of just denying symptoms. Recipe : 1u QC, 1u (INGREDIENT TO ORDER) (5u Phoron Catalyst)

Will allow to return to the old pre QC/Peri Nerf. Though, the current trades off proposed will prevent early round (unless very good and smooth Req/Medbay, which should then be a reward) and only acces to those meds during the round. It'll be possible to issue that to squad medics, but everything that is not issue at roundstart is way more difficult to be accessed by squad medics.
I think that getting a chem back for healing organ damage, would remove WAAAY too much work off medbay. Medbay is a lot more efficient now than back in the day of the old peri. It's not needed anymore. It would make medbay way too fast with the new surgery tables and the autodoc. And I pretty much think the same for QC. Medics also shouldn't be able to become drug surgeons. Also, imagine how boring it would be if doctors only had to do broken bones and unknown bodies?

HOWEVER I think that adding a chem, which requires some ingredients to be ordered from REQ is a fantastic idea!

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