cedarbridge wrote:
We just dial back the roundstart regen. It was a fairly recent change to allow roundstart chem dispensors to produce an almost instantly recharging amount of chems. They required stockparts upgrades like the sleepers do to reach full power potential (capacitors as I remember.) Just dial back the recharge rate to mean chemists have to strike a balance between doing their job properly and turning the chem locker into a meth den.
Please don't do this, chemistry is fine as is, if anything this will only lead to botanist tiding chemistry when you say no to their unstable mutagen refill and shit like that.
Aside from that:
While I like more in depth stuff, you'll probably need to tone back some damage dealing stuff as well since some things are balanced with OH ITS EASY TO FIX as well.
Also, this system sounds like medbay gets bombed or the only doctor gets murdered on low pop == round over though.
This is gonna lead to way shorter rounds I think.
Anyways, I'd like these changes as in the design document, but I'm conservative and I feel like a lot of test merging and playtesting is gonna be required.
If plenty of testing is done and it works I'll be more than happy with it.
Another thing, if this is implemented I would appreciate help with making guides to deal with injuries. Learning this solely ingame is probably gonna be extremely hard since of the chaotic nature medbay will become.