Mediborg Chem Buff
Posted: Thu Feb 05, 2015 7:23 am
Right now, mediborg consists of injecting people with omnizine, and injecting people with too much omnizine when subverted. It's too boring and a little weak to choose over engineering/security.
Several helpful modules, such as gauze for the new blood system, defrib (drawn from internal cell of course) and a portable crew scanner for obvious reasons are also missing (and should be added). We can't even use bodybags, but at least that gives Janiborgs a job.
Wasn't the point of Goonchem supposed to be a ~robust~ and deep medical/chemical system?
As such, I propose that the existing hypospray, beaker, syringe and dropper (the last three forget their contents making them useless anyway) be replaced with a chemical replication system.
The cyborg hypospray still exists (perhaps called a hyporeplicator or hyposynthesizer or whatever makes you happy), but rather than activating it to set what chemical it dispenses, you use it on a pattern bank module to load a chemical. Activation allows you to set the dosage to administer (selecting between 1, 5, 10, 15, 30, 50).
As there are quite a few chemicals, each bank contains a category of chemicals that can be set by activating the module.
Categories:
Broad Treatments:
* Saline-Glucose Solution
* Nutrimix (Nutriment + Vitamin, possibly even with iron and juice and other food reagents too)
* Synthblood (treated as O- blood)
* Perfluorodecalin (not really sure if this belongs here)
* Morphine
Topical Treatments (changing the hypospray's route of administration to TOUCH rather than INGEST)
* Silver Sulfadiazine
* Styptic Powder
* Synthflesh
Targeted Treatments:
* Spaceacillin
* Mannitol
* Mutadone
* Occuline
* Inacusiate
* Rezadone (maybe? given that it requires carpotoxin...)
Emergency Stabilization:
* Epinephrine
* Salbutamol
* Atropine
Antidotes:
* Synapzine
* Ethylredoxrazine (this will be very useful in the bar!)
* Diphenhydramine
* (Possible nerve gas antidote if we ever implement our own?)
Purgatives:
* Charcoal
* Potassium Iodide
* Pentetic Acid
* Calomel
Contraband (unlock by emag - a competent player wouldn't even need these to kill people, but hey, it's fun!):
* Petrifying Poison (Zombie Powder + Unstable Mutagen) (not really necessary, but fun! and the fake death adds a nice stealth element in some cases)
* Mental Mix (Impedrezene + Holy Water)
* Hippie's Hope (Mindbreaker Toxin + Space Drugs)
* Street Special (Crank + Krokodil) (Or Meth + Bathsalts if those get merged)
* Strange Reagent (possibly too beneficial for an illegal module?)
And finally, but optionally, a Monoclonal Antibody Replicator - use it on a sample of cured blood (human would need to draw it, and in certain cases even cure the patient) to generate a vaccine for use with the hypospray.
As for balance notes - I'm not sure of depletion should happen in the replicator (for simplicity's sake) or the pattern banks (so we can vary it by chemical). Furthermore, this would be an improvement upon a human medical doctor in most cases - but then again, so are the security, engineering and janitor borgs.
Additionally, injection should be visible to everyone, and above a dose, injection/application no longer has a delay.
Several helpful modules, such as gauze for the new blood system, defrib (drawn from internal cell of course) and a portable crew scanner for obvious reasons are also missing (and should be added). We can't even use bodybags, but at least that gives Janiborgs a job.
Wasn't the point of Goonchem supposed to be a ~robust~ and deep medical/chemical system?
As such, I propose that the existing hypospray, beaker, syringe and dropper (the last three forget their contents making them useless anyway) be replaced with a chemical replication system.
The cyborg hypospray still exists (perhaps called a hyporeplicator or hyposynthesizer or whatever makes you happy), but rather than activating it to set what chemical it dispenses, you use it on a pattern bank module to load a chemical. Activation allows you to set the dosage to administer (selecting between 1, 5, 10, 15, 30, 50).
As there are quite a few chemicals, each bank contains a category of chemicals that can be set by activating the module.
Categories:
Broad Treatments:
* Saline-Glucose Solution
* Nutrimix (Nutriment + Vitamin, possibly even with iron and juice and other food reagents too)
* Synthblood (treated as O- blood)
* Perfluorodecalin (not really sure if this belongs here)
* Morphine
Topical Treatments (changing the hypospray's route of administration to TOUCH rather than INGEST)
* Silver Sulfadiazine
* Styptic Powder
* Synthflesh
Targeted Treatments:
* Spaceacillin
* Mannitol
* Mutadone
* Occuline
* Inacusiate
* Rezadone (maybe? given that it requires carpotoxin...)
Emergency Stabilization:
* Epinephrine
* Salbutamol
* Atropine
Antidotes:
* Synapzine
* Ethylredoxrazine (this will be very useful in the bar!)
* Diphenhydramine
* (Possible nerve gas antidote if we ever implement our own?)
Purgatives:
* Charcoal
* Potassium Iodide
* Pentetic Acid
* Calomel
Contraband (unlock by emag - a competent player wouldn't even need these to kill people, but hey, it's fun!):
* Petrifying Poison (Zombie Powder + Unstable Mutagen) (not really necessary, but fun! and the fake death adds a nice stealth element in some cases)
* Mental Mix (Impedrezene + Holy Water)
* Hippie's Hope (Mindbreaker Toxin + Space Drugs)
* Street Special (Crank + Krokodil) (Or Meth + Bathsalts if those get merged)
* Strange Reagent (possibly too beneficial for an illegal module?)
And finally, but optionally, a Monoclonal Antibody Replicator - use it on a sample of cured blood (human would need to draw it, and in certain cases even cure the patient) to generate a vaccine for use with the hypospray.
As for balance notes - I'm not sure of depletion should happen in the replicator (for simplicity's sake) or the pattern banks (so we can vary it by chemical). Furthermore, this would be an improvement upon a human medical doctor in most cases - but then again, so are the security, engineering and janitor borgs.
Additionally, injection should be visible to everyone, and above a dose, injection/application no longer has a delay.