organic reconstructor

Started by Ace_livion, April 29, 2016, 10:50:51 PM

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Ace_livion

an organic re-constructor. a mix of a stasis pod and a medical bed but able to slowly remove permanent injuries, like scars and stuff.

a big problem i have whit the melee system is permanent scars and other things that cant be cured whit a bionic limb.
making melee feel like a unwanted scenario.

but being able to remove all the bad that have happened to a person, is broken as hell.
strait up broken. no way around it.

so it gotta have some limits/requirements to balance it out.

here I think that first it need to be researched. and need to be after the stasis pod. making it a way late game item.
next is to stop mass production of this item. since it kinda replaces the whole need for medical stuff.
it need a AI core to be made. making it a tad harder to mass produce.
and finally something that make it more of a choice to use then a must. here I'm thinking that the pod simply take a "long time" to use. like 3 months before you get your person back. insuring that in most cases a normal medical operation is preferred.

thoughts ? like, unwanted? to broken?

Vaporisor

I don't think is broken.  Much like a medical treatment, if it is interrupted, it fails.  Since healing that with something like a regeneration device would take both time and expensive materials, it is a risk.  You are down a person for an extended period of time and upped colony value at the same time.

Additionally, the new fuel system can be used.  Say it is a 20 fuel capacity.  Glitterworld provides 20 fuel, medkit is 10, and an herbal is five.  So not only is it that initial investment, but you have a long term.

Another idea that came up in a different and not related thread was crafting medpacks into medicines.  This allows you to treat chronic sicknesses without needing a doctor, but it would be at a flat value.  A good doctor yielding better sickness treatment. 

This relates to your idea because the concept of pain killers came up.  The more serious an injury is, the more it's effect.  Ie, the red/orange/yellow/green where taking meds reduces scarring injuries by one step.

The big one would be with non chronic injuries.  So things like missing limbs, organ damage, etc.  This is where fuel would balance the equation.  If we consider the cost of one prosthetic limb, a simple one vs the cost of a bionics, then the fuel to regenerate that limb's value should fall about 1/4 of the way through in value.  So we are talking say... 40 medpacks, or 80 herbals to replace a full missing body part?  For damaged it would scale down. 

That level of herbal I think is doable and this way it doesn't negate the consequences of wreckless combat.
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Kegereneku

To me that's what Glitterworld medecine should be : Expensive yet awesome and capable of healing nearly anything barring missing organ and limb.
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cultist

#3
Unwanted for me personally. Most relevant scars can be fixed with bionics. In the very late game where you propose placing this item, it's less crippling to have a guy with an eye scar or something like that. You should have enough colonists to make up for the isues one or two of them have. So essentially it just becomes a tool for people who don't want to launch the ship and have 100% perfect health colonists all the time (boring if you ask me. Scars/mental issues add a lot of flavor to the pawns for me).
Just ending the game seems like a much faster solution than tying a pawn to a pod for an entire season just to heal a torso scar or whatever.

Prosthetic nose would be nice though, since it's one of the only body parts you can't fix and the disfigured modifier is too high currently.

firescythe

I would still say it is a good idea to let colonists get back limbs or regenerate now permanent damages. Since the value of damage is a linear range, it might provide the measure opf time needed to fully heal, and tehre might be also a possibility to choose not fully heal, but till a stage of condition.

Should "hands-off" or mood debuff mean more serious gameplay consequences by missing limbs or low functional bodyparts, this equipment will turn into high value.

I would rather involve fine material requirements, like super+ quality cloth, gold, etc. to build. Using medicine sounds good as fuel, but might also involve "external parts" for "budget" operations with obvious backdraw but short time, more treat needy...

JimmyAgnt007

Tynan doesnt want us to be able to take any injury and have some magic fix so that all our people are totally healthy at all times.  If there is no consequence then whats the point?  That being said, glitterworld meds to treat issues like missing noses or scars make sense and maybe treating chronic issues like frail backs but not permanently. 

Ace_livion

Quote from: JimmyAgnt007 on May 03, 2016, 09:44:28 AM
Tynan doesnt want us to be able to take any injury and have some magic fix so that all our people are totally healthy at all times.  If there is no consequence then whats the point?  That being said, glitterworld meds to treat issues like missing noses or scars make sense and maybe treating chronic issues like frail backs but not permanently.

i believe that missing a colonist for 3 month counts as a consequence, in 3 month time, its likely that a number of other colonists are already covered in scares and missing miner body parts. my current option when a colonist happen to be to full of scars and misfortune is to put him/her in a stasis pod and send him to space and find someone new to replace him/her.

Vaporisor

Quote from: JimmyAgnt007 on May 03, 2016, 09:44:28 AM
Tynan doesnt want us to be able to take any injury and have some magic fix so that all our people are totally healthy at all times.  If there is no consequence then whats the point?  That being said, glitterworld meds to treat issues like missing noses or scars make sense and maybe treating chronic issues like frail backs but not permanently. 

That is the thing. It wouldnt be magic.  It is a big investment and time and temporary loss of a colonist or a strain on supplies.  Like said elsewhere, most of the more debilitating ones are just bionic replace which is a similar treatment, but enhances.  it also would really be only injury healing, not chronic conditions like becoming frail, asthma, etc since those arent actually an injury.
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JimmyAgnt007

I agree but I was just saying what i remember Tynan saying.  I may have gotten some bits wrong but if he wants to chime in here he can clear things up.