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Adds Capronine, A New Chemical

Open RikuTheKiller opened this issue 2 years ago • 10 comments

About The Pull Request

Code improvements are appreciated, some things may be a little hacky such as the damage spreading.

Adds capronine, a new chemical to the game. It heals brute and burn damage by consuming itself and then causes an equal amount of burn damage when leaving the body.

The chemical consumes itself faster and faster the more total damage it has absorbed. This is to the point where absorbing over 100 damage becomes unreasonably difficult, dare I say impossible for any period of time over 15 seconds. The effect only increases if you try going past that. (It practically purges itself instantly at around 150 damage.)

This essentially stores damage for later. It avoids fractures and delimbs, however, it causes immense pain when the burn damage is dealt.

The chemical prioritizes healing brute damage and whatever remains of the total 20 healing per cycle is used on burn damage.

Capronine has a low OD of 15u that causes 10 toxin damage per cycle. (Infinite damage soaking wouldn't be very balanced.)

Capronine has a recipe of 1 part quick-clot, 2 parts paracetamol, 1 part chlorine and 1 part lithium in exchange for 5 parts capronine.

Capronine's main purpose is to be used as a more advanced option for easily running to get medical care/survive long enough to get medical care OR to use it before/in a fight to absorb incoming damage so you don't get advanced injuries.

Math references for nerds: Inefficiency = max(1, damage_stored * 0.02) Capronine Metabolization = (0.1 + Amount Healed / 10) * Inefficiency Total Brute OR Burn Damage < 1 Is Ignored Total Potential Heal Per Cycle = min(volume * 10, 20 * effect_str) Which means that it's basically 20 damage stored per cycle with brute being prioritized first. If there's still some burn damage left and the remaining_heal value is above 0, it'll use the rest of it on that. This means that brute damage is healed first and burn damage is healed afterwards.

Why It's Good For The Game

We don't really have anything that can offset damage like this. (Unless you count painkillers, but that's different for a number of reasons.) Also, why are new chemicals good for the game? Because they're cool and fun to use. This also specifically for brute and burn damage, not for overall pain. You can't offset organ damage, cloneloss, toxloss, oxyloss, fractures or anything else for that matter.

Changelog

:cl: add: Added capronine, a healing chemical /:cl:

RikuTheKiller avatar Sep 02 '22 23:09 RikuTheKiller

What's the actual intended purpose of this chem? I honestly only see it being useful as funny premed for quite literally killing yourself to stop critdrag, which shouldn't really happen unless you're going PFC+ with the corpsman slot if I guess this right in that the average marine isn't going to get this roundstart.

I don't see it being used to heal others outside of combat because you're better off giving bicaridine and kelotane after kitting. I wouldn't use it on myself because of the above on top of meraderm, and add other funny mixes like oxyc and neuraline that you can make yourself.

I'd probably PB with buck whoever gave it to me midcombat because in practice it'd only cause me to drop dead since I'd not be able to actually tell in the chatflood and screen combat that I was given that specific chem and that I'm about to get a shitton of damage to crit or kill me in a couple seconds, like what happened with the old century-long stun russian red had. The lemoline requirement on top of this doesn't really help either, and not least needing actual dermaline to make it.

And it doesn't really have any use in healing people that got revived, so that's another thing it's not really useful for.

Losenis avatar Sep 02 '22 23:09 Losenis

Above comment is outdated, check description.

RikuTheKiller avatar Sep 03 '22 00:09 RikuTheKiller

This is an absolutely stupid amount of healing for a chem that has zero drawbacks if you're careful. Run out mid-combat? You're dead, but you would've been dead anyway at that point and this way you ignore all the usual downsides that come with marine damage. Aside from being scannable, is there any benefit to solid being a whole separate reagent instead of just a damage_stored var on the liquid?

QualityVan avatar Sep 03 '22 01:09 QualityVan

Now that I think about it, there really aren't any other benefits. Anyways, I see your point. Time to convert the chem into a damage_stored var. (Easier to explain the chem anyways.)

RikuTheKiller avatar Sep 03 '22 09:09 RikuTheKiller

Oh no. A cursed lovechild of Red Russian and Nanites.

Am i seeing things or this heals up to 20 brute and 20 burn per tick? This is just powercrept Red Russian with virtually no meaningful drawback, other than having to walk to the nearest corpsman, die near them and get revived instantly without fractures and IB's because xeno just weren't able to hurt you with your ~50 EHP regen per tick

Aside from that i don't think marines need yet another way to die without consequences. this is already an issue

Aside from that i don't think marines need yet another way to die without consequences. this is already an issue

It's almost like an earlier comment just said I was majorly changing the chem.

The aforementioned change has been done. It also now consumes itself faster the more damage it absorbs. (It's meant for use against life threatening injuries, not to cheat death.)

RikuTheKiller avatar Sep 03 '22 10:09 RikuTheKiller

After extensive testing and trying to figure out a single bug I can say this is fairly balanced now.

  1. I hit myself twice with a harvester. (71 brute damage.)
  2. I popped a 10u pill of capronine.
  3. Capronine drained to around 2u rather quickly.
  4. Capronine started to slowly drain away.
  5. Popped another 10u pill of capronine.
  6. Hit myself once with a harvester.
  7. Capronine drained to around 2u almost immediately.
  8. Capronine drained to 0u around 10 - 15 seconds later and hit me with 100 burn damage across my entire body.
  9. "Please, just end the pain!", thinks Ronald, unable to stand.

Suffice to say this means it's far less efficient the more damage you try to absorb with it. (And the passive metabolization rate is also increased!)

The maximum damage I was able to absorb with extremely careful dosing and timing was around 130 or so using 10u pills. I still took around 20 toxin damage from accidental overdoses.

Absorbing around 50 damage, however, is as easy as just popping a single pill. You can go at full speed and you'll last easily over a minute in ideal conditions. (Without fractures, shrapnel, IB or poison chems accounted for. These obviously decrease the time significantly.)

RikuTheKiller avatar Sep 03 '22 12:09 RikuTheKiller

Recipe is now much easier since you can't bullshit over 100 damage with it. I also added 5 autoinjectors of this with 2 doses each into the MarineMed so people actually get to use it. (It's for marines to use, not really for doctors.)

You can't really combine this with any other premeds, since it'll just store any damage your other premeds would heal. (And it makes it even worse for bicaridine premedding as it essentially converts brute damage into burn damage.)

RikuTheKiller avatar Sep 03 '22 13:09 RikuTheKiller

It looks like the only downside of Capronine is pain. If that's the case, then it should drain painkilling drugs, like oxycodone or tramadol. Otherwise it's only downside is easily negated, and capro+tric+oxyc will become the premed meta.

edit: Storing the damage isn't that important for the short-term, which is the only instance I can imagine this drug being used.

Al-1ce avatar Sep 05 '22 00:09 Al-1ce

It looks like the only downside of Capronine is pain. If that's the case, then it should drain painkilling drugs, like oxycodone or tramadol. Otherwise it's only downside is easily negated, and capro+tric+oxyc will become the premed meta.

edit: Storing the damage isn't that important for the short-term, which is the only instance I can imagine this drug being used.

It IS important for the short term though. It means you don't get fractures or delimbs as often. Also, the aftereffect isn't direct pain, it's burn damage. Burn damage causes extreme pain and at around 100 damage (When a single dose of capronine will usually purge itself.) it'll cause enough pain to make painkillers completely useless. It also stores away any brute or burn damage that other premeds would've healed during your fight.

It's also useful for long term applications such as actually getting to medical help. It won't help you if your issue is anything other than brute or burn damage though.

Just a tiny reminder, though, medicines are meant to have an overall positive effect. Not neutral, not negative, but positive. This is true for all medicines. The downside shouldn't break even with the upside.

RikuTheKiller avatar Sep 05 '22 12:09 RikuTheKiller

This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

github-actions[bot] avatar Sep 14 '22 00:09 github-actions[bot]

You sir invented a thing called painkiller, maybe plus

kiVts avatar Sep 14 '22 15:09 kiVts

You sir invented a thing called painkiller, maybe plus

Yes, but also no.

RikuTheKiller avatar Sep 17 '22 13:09 RikuTheKiller

Needed changes were outlined on discord convo a while back

TiviPlus avatar Sep 27 '22 13:09 TiviPlus

Just procrastinating. Maybe copying Tivi a bit.

And no this isn't forgotten yet, even if it's now closed.

RikuTheKiller avatar Sep 28 '22 18:09 RikuTheKiller