Meds, what's the point? [Answered]

Started by SubZeroBricks, September 13, 2014, 06:21:02 PM

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SubZeroBricks

My latest colony used no meds apart from the starter ones.

I got no penalty for healing wounds with a lvl 10 doc...
"The only time you have too much fuel on board is when you are on fire."

Ykara

If you dont use meds, there's a really low chance that the wounds get permanent. It has never happend to me and I don't use meds at all, so yeah, imo they're pretty useless.

Zsword

As far as I know, Well Treated wounds also Heal faster than poorly treated ones.

Goo Poni

Poorly treated wounds might not heal properly, leaving a colonist forever worse off in some way. I've never seen this occur for wounds treated with meds. Plus, they seem to heal quicker, generally being gone in a day or two.

Fruit loops

IMO I think there should be:
painkillers
antidepressants (for pessimists)
specific medicines for specific diseases
and many others that I am to stupid to think of  :P
and if you do not use them there should be DEATHLY CONSEQUENCES  DUN DUN DUN
no but I think that there should be more than just 1 type of medicines and that the chance of the wound to become permanent to be much higher along with the time to heal MUCH longer
The guy who suggested the mood debuff for harvesting prisoner organs.

Zsword

While I think that sounds a little extreme for different med types to be SUPER LETHAL if not used, I know I wouldn't mind seeing more than just 'Medicine'. At the very least, I wouldn't mind seeing Pain Killers, Anti Depressants, and then First Aid, First Aid's function shouldn't really change, as all it does it aid in mending wounds, but doesn't relieve pain, which is where Painkillers would come in. Then the Anti Depressants could be used to give a small Moral boost, and temporarily get rid of the unhappy moodlet (too much sims) of having the various 'depressed' traits.

SubZeroBricks

Thanks for the gr8 info on the subject  :D

Does anybody know a way to close the topic as it has been answered?
"The only time you have too much fuel on board is when you are on fire."

ShadowTani

Colonists will take blood loss when a wound is treated poorly, it's usually not an issue, but if the patients condition is poor enough to begin with then it can hasten their demise rather than help them.

Neurotoxin

Quote from: SubZeroBricks on September 14, 2014, 08:48:31 AM
Thanks for the gr8 info on the subject  :D

Does anybody know a way to close the topic as it has been answered?

if you Modify your original post and click the "Attachments and other options" there's a little tick box to the right to lock the thread.

SubZeroBricks

Quote from: Neurotoxin on September 15, 2014, 05:31:13 AM
Quote from: SubZeroBricks on September 14, 2014, 08:48:31 AM
Thanks for the gr8 info on the subject  :D

Does anybody know a way to close the topic as it has been answered?

if you Modify your original post and click the "Attachments and other options" there's a little tick box to the right to lock the thread.


Ok thanks, Topic locked
"The only time you have too much fuel on board is when you are on fire."