Suggest new chems!

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Awesomesauce935
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Re: Suggest new chems!

Post by Awesomesauce935 » 05 Nov 2018, 22:51

Yeah, i think the power of pills needs to be toned way down, right now a bottle of pills is so much more effective than injectors and syringes that the latter may as well not even exist.

Either that or remove the syringe pouch from doctors at round start, since it's literally a trash item.
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Re: Suggest new chems!

Post by KingKire » 06 Nov 2018, 08:31

First off:

New (old) idea, Allow shipside roles to have more impact on the combat side of the equation with their knowledge and skills. Research can create chemical mixtures to provide basic to high quality ammunition for troops deployed.

Other idea: Chemistry should have more of a difference in the quality of chemicals made, with the ability to control the consistency and potency of their product in exchange for higher or lower negatives/positives. The sign of a good chemist can be one that makes consitantly okay chemicals, or it can be a doctor who knows how to push a chemical to its absolute limit of lethality(or legality maybe) or negativity to get a good positive( or maybe just unique) reaction from a chemical.


Chemical that makes all other chemicals more potant at the cost of making them much more toxic
Suppressor chemical that makes other chemicals less potant for higher OD ratios.


Smokeless Gun Powder: The prescursor agents to recreate bullets

Explosive powder: a more stable yet costly version of the potassium water mix... eh... might as well just make stablizer + water+ potassium instead maybe.


CryoPowder : A chemical freezing agent to lower the body tempeture to levels for cryogenic chemicals to work. Dangerous in that without the cryochemicals in place, you can kill your patient by freezing their parts. (Possibly a gas formula?) Can be used to refill the cryobag machine/ etc.

Advanced medical kits/ Advanced burn kits/ Splint: Researchers/Doctors can manufacture medical kit supplies as a result of their skills?


No iddea if my thoughts are good, only that their thoughts. A fianl question to ask is what would make being medical more interesting to play? Maybe nice to have more negative reactions to work with?
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Re: Suggest new chems!

Post by LittleBlast » 06 Nov 2018, 09:09

Awesomesauce935 wrote:
05 Nov 2018, 22:51
Yeah, i think the power of pills needs to be toned way down, right now a bottle of pills is so much more effective than injectors and syringes that the latter may as well not even exist.

Either that or remove the syringe pouch from doctors at round start, since it's literally a trash item.
The problem isn't that pills are to strong or syringes/I injectors are to weak, its just that you can have so many pills compared to how many auto injectors you can have. Pills simply make you way more self sufficient and if you take down pills you basically will never need to go restock. This is not the case for autoinjectors.
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Re: Suggest new chems!

Post by Avalanchee » 06 Nov 2018, 09:38

#GiveUsEpinephrineAlready


Or an adrenaline injector that will give me stun resistance for few seconds/give me a faster stun recovery time
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Re: Suggest new chems!

Post by Alky » 06 Nov 2018, 11:41

I'd like to have stims that enhances a marines CQC skills, but worsens something like.

Or chems that affect cybernetic organs or something making synthetic organs more useful in some way or fashion than just getting limbs from a bioprinter.

I'm more or less content with the chems we have now, but it would be nice to have chems effecting the things like skills or things that medics can't affect like cybernetics.

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Re: Suggest new chems!

Post by forest2001 » 06 Nov 2018, 11:43

Avalanchee wrote:
06 Nov 2018, 09:38
#GiveUsEpinephrineAlready


Or an adrenaline injector that will give me stun resistance for few seconds/give me a faster stun recovery time
There are already chems that do this
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Re: Suggest new chems!

Post by Awesomesauce935 » 06 Nov 2018, 11:53

LittleBlast wrote:
06 Nov 2018, 09:09
The problem isn't that pills are to strong or syringes/I injectors are to weak, its just that you can have so many pills compared to how many auto injectors you can have. Pills simply make you way more self sufficient and if you take down pills you basically will never need to go restock. This is not the case for autoinjectors.
The problem is that pills are flat stronger, for example a syringe can hold 15u, and injects in 5's. Injectors hold up to 30 last i checked, and pills can hold 60 units per.

This means you can legitimately make a "do it all" pill that will cure all ailments - at least the ones that can be fixed with medicine.

Add to that the fact that you can carry far more pills with you than injectors, and you arrive at where we are.

I did hear that there were plans to move to hyposprays or something, but don't quote me on that.

I mean, at least increase the time for the Pills to enter the bloodstream or something
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Re: Suggest new chems!

Post by Awesomesauce935 » 06 Nov 2018, 11:55

Avalanchee wrote:
06 Nov 2018, 09:38
#GiveUsEpinephrineAlready


Or an adrenaline injector that will give me stun resistance for few seconds/give me a faster stun recovery time
Synaptazine, faster stun recovery in exchange for constant toxin damage.

I guess i need to make a stim recipe that's very fast to produce.
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Re: Suggest new chems!

Post by Avalanchee » 06 Nov 2018, 12:03

Awesomesauce935 wrote:
06 Nov 2018, 11:55
Synaptazine, faster stun recovery in exchange for constant toxin damage.

I guess i need to make a stim recipe that's very fast to produce.
I literally never saw anyone with synap on CMs, we can actually make it?
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They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
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Re: Suggest new chems!

Post by forest2001 » 06 Nov 2018, 12:24

Avalanchee wrote:
06 Nov 2018, 12:03
I literally never saw anyone with synap on CMs, we can actually make it?
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Re: Suggest new chems!

Post by Dolth » 06 Nov 2018, 15:19

I might be an ass right there, but I suggest you re-establish original bay's chems.
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Re: Suggest new chems!

Post by Nimiety » 06 Nov 2018, 18:17

Avalanchee wrote:
06 Nov 2018, 12:03
I literally never saw anyone with synap on CMs, we can actually make it?
Not used because it used to be illegal to distribute it and even when you did you could rarely trust the dumbfuck marines not to overdose or kill each other with it. The health analyser these days comes with a warning not to use dylovene with it present at least.
Dylovene 2:1 used to completely negate the symptoms then that was nerfed and that combo produces Toxin now. It's debatable whether Synap:Tric:Arithrazine 1:1:1 is an oversight.

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Re: Suggest new chems!

Post by carlarc » 07 Nov 2018, 06:08

adrenaline: every time youre damaged by a xeno and are below 30-40 hp you get 1-3u of adrenaline. it slightly buffs your runspeed, is 75% oxy painkiller strength (but doesnt stack), and reduces stuns by around 30%

this encourages not slashing captured hosts, stops the paincrit-in-the-frontlines shit, and generally just. makes sense.
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Re: Suggest new chems!

Post by kastion » 07 Nov 2018, 06:48

carlarc wrote:
07 Nov 2018, 06:08
adrenaline: every time youre damaged by a xeno and are below 30-40 hp you get 1-3u of adrenaline. it slightly buffs your runspeed, is 75% oxy painkiller strength (but doesnt stack), and reduces stuns by around 30%

this encourages not slashing captured hosts, stops the paincrit-in-the-frontlines shit, and generally just. makes sense.
Shock: every time you get your limbs cut off or massively damaged you go into shock. This makes you lose all sense of whats going on and either wonder around aimlessly or fall over and lay around.

This encourages marines to quit being idiots and play with some self preservation, and generally just makes sense.

(paincrit is shock incase you were wondering and adrenaline isn't released from getting hurt its released from getting scared or excited so before you get messed up)

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Re: Suggest new chems!

Post by Stripetail » 10 Nov 2018, 00:29

Smelling Salts to rappidly wake up a marine who has fainted, take a moment to hold it under their nose and whomp. Little bit of burn damage given to the face region.

Something I've discussed with others before, is making liquid drugs more potent to make vials and syringes more viable, especially for doctors. For example: 5u liquid tram when injected with a syringe becomes 10u of tram in said marine's system.
Would likely be difficult to code though.

I have to agree whole heartedly that pills are way too powerful, but autoinjectors simply don't offer enough impact for their space requirement to be a viable trade off, and syringes are extremely tedious in a combat situation.

The #1 chem I would like to see is neurotoxin chem that take a second to circulate, so we no longer have instant stun memes. :>
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Re: Suggest new chems!

Post by Garrison » 10 Nov 2018, 16:05

Awesomesauce935 wrote:
05 Nov 2018, 22:51
Yeah, i think the power of pills needs to be toned way down, right now a bottle of pills is so much more effective than injectors and syringes that the latter may as well not even exist.

Either that or remove the syringe pouch from doctors at round start, since it's literally a trash item.
Yeah.. pills have such a high capacity that the near instant effect of injections is nearly pointless. syringes/liquid bottles need to hold more chemical. Or pill bottles need to be adjusted so they have a clear disadvantage over injections.


I think another cause for this problem is that unless your a doctor. You cannot refill any of the special injectors you get as a medic. You used to be able to use the marine med vendors in the medbay. But for some reason the devs then put them behind an ID lock exclusive to doctors.
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Re: Suggest new chems!

Post by Enigmachine » 11 Nov 2018, 10:22

I would LOVE to see a 'chill pill' chemical that makes someone sluggish and their disarms and melee attacks do nothing for a short period of time. Does anything like that already exist? It would be really useful for tense situations that are trust based.
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Re: Suggest new chems!

Post by JJG » 11 Nov 2018, 17:45

Avalanchee wrote:
06 Nov 2018, 12:03
I literally never saw anyone with synap on CMs, we can actually make it?
For the love of god, do not take synaptizine!
5u Synaptizine will last for roughly 1 minute and will give you around 10 heart damage. The stun recovery time is AT BEST 30%. NEVER EVER USE SYNAPTIZINE!
I played medical researcher and tested all these drugs. Synaptizine is absolute shit.
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Re: Suggest new chems!

Post by Hughgent » 11 Nov 2018, 18:07

JJG wrote:
11 Nov 2018, 17:45
For the love of god, do not take synaptizine!
5u Synaptizine will last for roughly 1 minute and will give you around 10 heart damage. The stun recovery time is AT BEST 30%. NEVER EVER USE SYNAPTIZINE!
I played medical researcher and tested all these drugs. Synaptizine is absolute shit.
You're thinking of Hyperzine. that's accurate for Hyperzine.

Synaptizine does about 40 toxin damage over a 5u dose.

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Re: Suggest new chems!

Post by Dolth » 11 Nov 2018, 18:45

JJG wrote:
11 Nov 2018, 17:45
For the love of god, do not take synaptizine!
5u Synaptizine will last for roughly 1 minute and will give you around 10 heart damage. The stun recovery time is AT BEST 30%. NEVER EVER USE SYNAPTIZINE!
I played medical researcher and tested all these drugs. Synaptizine is absolute shit.
Synaptizine lasts way longer though it's part of the slow metabolism chems such as paracetamol and such. But, yeah, its close to useless.
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Re: Suggest new chems!

Post by Nimiety » 11 Nov 2018, 20:19

Dolth wrote:
11 Nov 2018, 18:45
Synaptizine lasts way longer though it's part of the slow metabolism chems such as paracetamol and such. But, yeah, its close to useless.
Synaptizine makes you react to stuns like a predator/synth. Get a mix of 50/50 synap and arithrazine, dip a cigar in it, light up and you've got a fifty fifty odds for the next 2-3 minutes or so of pretty much ignoring a stun. Take a sip from a tricord flask to take the edge off of any toxic/brute build up. It's useful, but deploying it as straight synaptizine will just get people killed.

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Re: Suggest new chems!

Post by David Stormwell » 11 Nov 2018, 23:40

Nimiety wrote:
11 Nov 2018, 20:19
Synaptizine makes you react to stuns like a predator/synth. Get a mix of 50/50 synap and arithrazine, dip a cigar in it, light up and you've got a fifty fifty odds for the next 2-3 minutes or so of pretty much ignoring a stun. Take a sip from a tricord flask to take the edge off of any toxic/brute build up. It's useful, but deploying it as straight synaptizine will just get people killed.
Darn this does sound pretty good, Next time I play Medic I might order some and hand them out to marines
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Re: Suggest new chems!

Post by Awesomesauce935 » 12 Nov 2018, 05:11

Any solid Chemist will mix Synaptazine with Tricordrazine and Arthrizine, and maybe some Oxycodone, making the chem mix entirely safe, if a little lengthy to make.

Also the heart damage from 6u of Hyperzine is negligible, being less than the damage a Defibrillation does to you, making Hyperzine somewhat safe for repeat consumption, which is required given how quickly it metabolises.

The main trouble with stims is OD's groundside, as distribution is bungled. This is especially bad for Synaptazine since any attempt to arrest the toxin damage from an OD with the tools available (Dylovene) will just make it worse. The benefits of the stim mixes is undeiable, but often the chemist is so busy producing the standard enhanced chems that stims are low priority.
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Re: Suggest new chems!

Post by Kesserline » 12 Nov 2018, 07:25

Just to say, liquid form is not useless.

As a medic :
take a first aid kit (toss everything to store extra splints, extra pill bottles or shits, just keep the syringe case)
Splash the content of the bottles inside the syringe case. Toss the syringe and replace it by another bottle (either directly chemist or inapro or spaceacilin, something that noone would try to drink directly because muh bottle)
Fill said bottles with full oxycodone.

Take free hypospray in medbay.
You have now 30 + 60 + 60 + 60u of oxycodone.

Injections are instantly received and metabolized compared to pills that requires around 2 sec to metabolize.
Meaning in case of urgencies, you treat your buddy, you put your tram pill, and the time you draw your hypospray and injects him 10 to 15u, the painkillers effects stacks and he'll be able to get up way more easily.

Hypospray is very good to make a marine combat-ready way faster.

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Re: Suggest new chems!

Post by tobinerd » 12 Nov 2018, 07:51

Kesserline wrote:
12 Nov 2018, 07:25
Just to say, liquid form is not useless.

Injections are instantly received and metabolized compared to pills that requires around 2 sec to metabolize.
Meaning in case of urgencies, you treat your buddy, you put your tram pill, and the time you draw your hypospray and injects him 10 to 15u, the painkillers effects stacks and he'll be able to get up way more easily.
This guy gets it. The instant effect is very useful for emergency cases. As a doctor I always keep liquid Dex+, imialky, oxysopo in 60u flasks paired with syringes on me. And often liquid water and potassium for purges

The instant effect is useful in the following cases:

- Patient about to die of oxygen damage from a lung rupture or extreme blood loss. Injection with dex+ to save. A pill may not have metabolized in time

- Inject imialky for brain and eye damage during triage and quickly rescan so other doctors don't think there's still damage present. With a pill I would have to wait longer before rescan

- Inject oxysopo for lung rupture surgery to start immediately ( I Inject 20 units which is usually enough. I prefill syringes of this in my medical pouch)

- Liquid water and potassium syringes to quickly purge anyone overdosed

Have also considered liquid inaprovaline and Peridaxon mixes for someone about to die from extreme organ damage just before surgery. But this is so rare I don't

Though because of storage reasons, liquid is much more common in medbay than among medics. Because doctors can just refill whenever

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