RimDrugs. Recommendations for 15!

Started by Ramsis, August 11, 2016, 03:13:15 PM

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CheeseGromit

My first thought looking at the list of current A15 drugs was, not enough medicinal. That subsequently morphed into thoughts about completely removing the generic 'medicine' we have in the game and creating specifics, e.g.

Painkillers - pain.
Antiemetics - vomiting.
Antibiotics - infection/plague/Sleeping Sickness
Anaesthetic - used in surgery.
Antiparasitic - gut worms/muscle parasites.
Corticosteroids/anti-inflammatory/anti-histamines - bad back, asthma, impaired breathing (flu/plague/infection side effect)
Antitoxin - reduces toxic build up.

Beyond that there's potential for:

anti-rejection drugs - if a chance of organ rejection was added for organ transplants.
anticoagulants - if having a heart attack increased risk of subsequent ones or blood clots were added. Perhaps used post surgery.
antivenin - if snakes were poisonous.

A lot of the obvious side effects already exist: impaired consciousness, vomiting, impaired movement, impaired breathing. The internet says long term use of corticosteroids raises your risk for cataracts.

Sorry, it's a bit boring and too 'real life' but I work within the health system.

twoski

The main drug i want to see is one that grants immunity to radiation. Like RadAway, to be used during toxic fallout. Because i hate that event.

Lightzy

#17
It seems that all drugs are here is a mechanism for avoiding core game principles by the application of incessant micromanagement. Making all those specific drugs, telling your guys to take those specific drugs at very specific times, etc.

Obviously if you're playing to "win", you won't tell your guys to take drugs all the time. Rather, only when necessary (bad mood, sickness, whatever), so you have to micromanage the fuck out of it and it's just... eh. not worth the hassle.

Likewise all of the suggestions here.
"How can I deal with X? DRUG! .. how can I deal with Y? DRUG!".
It's just completely tasteless and inelegant. I'm surprised nobody suggested a drug that makes a pawn shit components and plasteel.


Having played with it a little, it's just a shitty mechanic altogether and inelegant.
No offense.



Goo Poni

Drugs gives me a mechanic to fight some of Rimworld's arbitrariness. I don't feel it adds anything to the "story" when half my colony is infected with fibrous mechanites and are unhappy for the next week or so because they're in pain and need repeated hospital bed visits for no reason other than to sap my medicine.

Alpha393

My own little thought: sensory mechanites. Basically just applies the health effect. Not addictive at all. Either craft able or trader only.

Nowhere near as strong as Luciferium, causes pain, needs daily treatments.

mumblemumble

#20
Caffeine, and coffee from coffee beans. Low effect, slight sleep need buff, slight consciousness boost, slight manipulation drop on high levels (jitters) and overall a higher level of energy. Low addiction rate, not very powerful, very common and cheap.

Also, can we get possibilities of selling drugs to colonies losing relationship points with them? If I had someone pushing flake on my colonists, I wouldn't like them very long, and might even seek to kill them if it happened multiple times. I really want the economy of destructive drugs to have consequences outside our colonies
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

twoski

Quote from: Lightzy on August 20, 2016, 11:01:10 AM
It seems that all drugs are here is a mechanism for avoiding core game principles by the application of incessant micromanagement. Making all those specific drugs, telling your guys to take those specific drugs at very specific times, etc.

Obviously if you're playing to "win", you won't tell your guys to take drugs all the time. Rather, only when necessary (bad mood, sickness, whatever), so you have to micromanage the fuck out of it and it's just... eh. not worth the hassle.

Likewise all of the suggestions here.
"How can I deal with X? DRUG! .. how can I deal with Y? DRUG!".
It's just completely tasteless and inelegant. I'm surprised nobody suggested a drug that makes a pawn shit components and plasteel.


Having played with it a little, it's just a shitty mechanic altogether and inelegant.
No offense.

I agree with this to an extent however i think drugs have a niche. one that wasn't very well addressed with the initial implementation. crack cocaine? why would anybody ever want to addict their pawns to crack? Some of these drugs are a gimmick at best.

give us drugs that help deal with some of the more difficult niche things like toxic fallout.. Don't make them a miracle cure for every possible affliction though.


Wex

Some painkillers would be great, mitigating the scars and the bad back effects for a while.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

MikeLemmer

#23
I want two different types of painkillers:


  • Aspirin: Slightly decreases pain, not addictive.
  • Morphine: Decreases pain a lot, addictive.

Alpha393

Painkillers would be a godsend. Maybe have a surgeon who needs an operation done badly could walk the backup surgeon through it while on painkillers instead of anesthesia (as dangerous as that seems) to allow meh doctors to perform a surgery decently but it takes longer? Maybe? Surgical training dummies would be really nice too. Maybe split surgery and doctoring into two separate tasks? Please?

In general the whole medical system could use some work. Perhaps minor failures could complete the task with some minor bruises or cuts, and catostrophic failures could actually fail to complete the objective, keeping whatever part was going to be installed, with a bit of damage to both the part and the patient.

mumblemumble

It would be very interesting to see long term effects past addiction, those who do drugs never 100% recover, and have long term damage if they did it enough.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Lightzy

If anything, painkillers shouldn't be a "quickfix to mood" like all the other stupid drugs here.


Rather, they should be 'mandatory' for serious surgery, with the patient very likely to die from the pain/shock of surgery if you don't have some.

At least make drugs part of the core game instead of all these childish ideas of "+mood but addiction!" (if you didn't get it, reducing pain is almost the exact same as increasing mood)

cultist

Quote from: Lightzy on August 20, 2016, 10:01:48 PM
If anything, painkillers shouldn't be a "quickfix to mood" like all the other stupid drugs here.


Rather, they should be 'mandatory' for serious surgery, with the patient very likely to die from the pain/shock of surgery if you don't have some.

At least make drugs part of the core game instead of all these childish ideas of "+mood but addiction!" (if you didn't get it, reducing pain is almost the exact same as increasing mood)

Maybe try actually reading some of the posts before insulting people? There are lots of ideas that are not just "+mood/addddiction".

Lightzy

I'm sorry I hurt your feelings.

Also in the post you quoted I didn't say "all". Though yeah I suspect it's most if not all.

I have not seen any suggestion which ties drug-making into core elements except mine up there

Jstank

OMG the mods, oh the mods for the drugs are going to be fabulous!
The road to hell is paved with good intentions.

             - Bernard of Clairvaux