Best organ harvesting practices

Started by EscapeZeppelin, October 08, 2014, 02:42:50 PM

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shade88

Quote from: Damien Hart on January 25, 2015, 08:28:04 PM
The cool down is really more of an issue in the late game - when all the metal on the map is exhausted, you'll always be buying metal; when the raider waves are becoming particularly aggressive, you can't afford to wait for a cool down to buy medicine, you have to grab everything that presents itself.

Your comment about having short-term cool downs to prevent bulk selling would make an effective alternative though.

As far as corpse harvesting vs transplants, it was in reply to your statement

Quote from: shade88 on January 23, 2015, 04:40:28 PM

It might break the balance, but people might need those organs for more than just selling.

Unless you have some purpose other than transplants in mind, I'm not aware of any other use than selling them? Also, bad back and cataracts aren't fixable via transplant, only bionics (for cataracts, anyway).
Ah, I think I see what you're saying. I think I was unclear in my initial response: What I should have said, was that while the limitations to selling too many organs is reasonable, it shouldn't also limit the transplant system. I presented the supply and demand system, because I saw it as a way to free up more options for transplants, while still restricting those who'd try to exploit the system to get a game-breaking amount of  money. Also, I forgot to mention this in my last post, but I didn't intend to include anything other than organs in the hypothetical supply and demand system.

Later on, I said the same thing mirrored: people might use organs for transplants, but the reason a supply and demand system would be needed is because they won't be using those organs for transplants alone; they'll also be selling them.

As for bad back and cataracts, I was answering your comment that you couldn't think of any age-related injuries.If there were more harvestable organs, however, then there would likely be options to transplant eyes, which was actually one of my points (though I agree a spine transplant is...unlikely). I think we're arguing the same point on this one. :D

In short:
   -People should have more transplant options.
   -Supply and demand would be an example of how to keep the game balanced after adding new organs to the transplant system.
   -There are probably better methods than supply and demand, but the point is to keep the limitations to the organ trading, not the organs
     themselves

shade88

Quote from: Feirfec on January 25, 2015, 09:16:44 PM
off topic but, I've had a few times were a prisoner had an infected kidney(untreated) i removed the other by mistake, and then a lung (to balance the cost of medicine used) The prisoner survived a long time 6-7 days maybe as that was when i notice another prisoner lying on top of his dead body.

Question 1 : How long does it take for an infection to "kill" colonist?

Question 2 : Will "addiction" effect organs and colonist condition in Alpha 9?
It depends on how often they stay in bed, and whether or not they're treated at each stage of the infection. I've had colonists die in just 2-3 days because I had them active and didn't treat them, while it's actually possible for a well-rested, regularly treated colonist to "develop an immunity" to the infection. Resting colonists and those that have been treated develop the immunity faster, while active and untreated colonists might not develop it in time, which kills them at the end of the infection's final stage ("extreme"). I'm not sure how long it takes for the infection to progress to the next stage, but it's basically a race to have them develop an immunity before the infection becomes fatal.

I'm not sure if addiction will affect organs in Alpha 9, but if it's anything like the caffeine addiction from the coffee mod, it might become something like a permanent penalty to the colonist's mood (like pessimist or depressive), that only disappears for a time if they satisfy their urge to drink.

Damien Hart

Oh, I didn't realise you meant have supply/demand exclusive to organs; that doesn't really strike me as the sort of thing that would fit well. It's sort of doing things in half measures - if it goes in for one thing, it only makes sense to extend it to everything else that's relevant (in this case, all tradeable items).

A point I hadn't considered would be the fact that traders are at some point going to be tied more to the factions; if supply and demand fluctuated differently for each faction, and there were enough factions to support it properly, the system may actually work quite well.

I wasn't saying that supply and demand would limit the transplant system, I was saying that the transplant system isn't used enough to necessitate harvesting corpses (the supply already outweighs the demand). On top of that, a supply and demand system would further decrease a colony's need for organs, not being able to sell them in any large quantity, rendering the practice more or less pointless.

If demand were to increase at some point, like if alcohol consumption leads to liver damage, requiring a transplant, and a host similar situations, I would agree that corpse organs would be useful, but as the current game balance stands, it's unnecessary.

shade88

I agree; as the game currently is, there's little to no need for changing the current transplant system. However, I do hope transplants take on a large enough role in the future that such a system is plausible.  ;)