Cobbychem: A Separate Thread

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LifeReign
 
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Re: Cobbychem: A Separate Thread

Postby LifeReign » Thu Nov 07, 2019 8:55 am #522802

Since it seems like there's a bit of a desire to increase cooperation between botany and medbay, why not give botanists access to the medical comm channel to give the crew the impression that the departments are supposed to work together? A good botanist should already know how to produce medicine, and the job title does convey a sense of education (Botanist as opposed to gardener). Then all you need to do is give chemistry something that botany wants late-game (How about a single-use chem that makes a planted seed mature faster/instantly? Or maybe lock a specific trait behind a chem?) and then you can put late-game medical stuff behind botany plants.

Basic round progression could look like: Botany gets starter mutagen/saltpetre to start ramping up hydro production from chemistry-> Botany brings plant-locked chems to chemistry to receive advanced botany chems -> Round ends because of some shitter.

Right now, the worst part of botany is the time to ramp up, since rounds can be horrifically short. There's a lot of goodies that botany can make for chemistry, but not much that chemistry can do for botany beyond the initial crucial ramp-up period. Also, mass-production of rarer chems generally requires a minimum of two maturation periods, which can last for up to 8 minutes each: the first one to acquire the plant and wait for it to bloom, and the second wait period for the modified plant to be ready for harvest (which can't necessarily be lowered by extraction to a faster maturing plant). 16 minutes is a long time, easily half the length of a round, and you don't really want the chems to be ready as the shuttle is arriving. The only issue would be making it so that botanists can't easily make it themselves, so maybe this would have to wait until a more advanced chem-creation process is introduced.
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Tlaltecuhtli
 
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Re: Cobbychem: A Separate Thread

Postby Tlaltecuhtli » Thu Nov 07, 2019 2:08 pm #522815

i think libtard/ yuri organ damage should be upped a bit i never had seen any organ damage effect from those

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Calomel
 
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Re: Cobbychem: A Separate Thread

Postby Calomel » Fri Nov 08, 2019 10:34 am #522967

Organ damge is a problem when resucitating, because a damaged heart can cause problems with defibrillation,
and a lot of methods of healing are closed to you if the person is dead, forcing you to send them to cloning because
you're out of hearts for replacements (plus replacing takes forever, imagine doing taht with 3-4 organs, cloning is faster at that point).
"Purging chemicals at incredibly hihg speeds."

Kryson
 
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Re: Cobbychem: A Separate Thread

Postby Kryson » Fri Nov 08, 2019 12:39 pm #522977

Tlaltecuhtli wrote:i think libtard/ yuri organ damage should be upped a bit i never had seen any organ damage effect from those


Agree, they were massivley overbuffed, especially libital.

Libital is WAY stronger than bicardine ever was.

As for the corpse decay issue i have a potential solution i am going to PR, even though i think we have the tools to solve the issue already(mainly SR).

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Re: Cobbychem: A Separate Thread

Postby Dr_bee » Fri Nov 08, 2019 9:53 pm #523066

Kryson wrote:
Tlaltecuhtli wrote:i think libtard/ yuri organ damage should be upped a bit i never had seen any organ damage effect from those


Agree, they were massivley overbuffed, especially libital.

Libital is WAY stronger than bicardine ever was.

As for the corpse decay issue i have a potential solution i am going to PR, even though i think we have the tools to solve the issue already(mainly SR).


For reference, 5 units of Libital heals 75 brute damage while doing around 7 liver damage. 5 units of Aiuri heals 50 units of burn damage and does around 6 eye damage.

Nerfing Libital healing to 2 brute a tick would be better, making it heal 50 damage with 5 units.

Both Aiuri and Libital should do around .4 organ damage a tick, which makes 5 units deal a flat 10 organ damage.

This would make fully healing someone from crit cause 20 organ damage, which is a non-trivial amount but not too much to cause mass organ failure from everyday healing.

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deedubya
 
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Re: Cobbychem: A Separate Thread

Postby deedubya » Fri Nov 08, 2019 10:21 pm #523069

Kryson wrote:Libital is WAY stronger than bicardine ever was.

This is just completely false. Neither lizardchems or cobbychems have ever been anywhere near as strong as trekchems were for massive amounts of risk-free healing.
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CPTANT
 
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Re: Cobbychem: A Separate Thread

Postby CPTANT » Fri Nov 08, 2019 10:55 pm #523073

deedubya wrote:
Kryson wrote:Libital is WAY stronger than bicardine ever was.

This is just completely false. Neither lizardchems or cobbychems have ever been anywhere near as strong as trekchems were for massive amounts of risk-free healing.


Why are people even mentioning bicardine? Bicardine was useless while styptic was in the game. INSTANT, LIMITLESS healing.

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Cobby
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Re: Cobbychem: A Separate Thread

Postby Cobby » Tue Nov 12, 2019 2:30 am #523526

deedubya wrote:
Kryson wrote:Libital is WAY stronger than bicardine ever was.

This is just completely false. Neither lizardchems or cobbychems have ever been anywhere near as strong as trekchems were for massive amounts of risk-free healing.


trekchems were shit but they were also risk-free so they were stupidly strong.

stypic was just god all around. bicard was just an addon to make this thing more stupid.

to go full moba: the healing/risk ratio of lib is high enough to say that it's better than bicard in instances where you need to be healed to counter burst damage w followup / sustained, and bicard is better in instances where burst was applied but it's useless now and you know the fight is over.
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Cobby
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Re: Cobbychem: A Separate Thread

Postby Cobby » Tue Nov 12, 2019 2:30 am #523527

Kryson wrote:
Tlaltecuhtli wrote:i think libtard/ yuri organ damage should be upped a bit i never had seen any organ damage effect from those


Agree, they were massivley overbuffed, especially libital.

Libital is WAY stronger than bicardine ever was.

As for the corpse decay issue i have a potential solution i am going to PR, even though i think we have the tools to solve the issue already(mainly SR).


yes I should reamp the organ damage.
Voted best trap in /tg/ 2014-current

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Calomel
 
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Re: Cobbychem: A Separate Thread

Postby Calomel » Tue Nov 12, 2019 10:09 am #523595

As it is, organ damage serves as a deterrent: If you want to use the easy heal chems, you risk your heart damage making
your resucitation much mroe difficult. And if cloning is removed; it may make your resucitation impossible.

it may also give people an incentive to save hearts and other organs for surgeries.
"Purging chemicals at incredibly hihg speeds."

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Timonk
 
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Re: Cobbychem: A Separate Thread

Postby Timonk » Tue Nov 12, 2019 10:15 am #523596

I'm quitting tg if cloning gets removed
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