Closed Emisse closed 2 months ago
why not make them a machine since magic healing vs nanobots or some shit
no they just shouldnt be craftable its power gamey as fuck
so instead of salv having 5 medical beds in the shittle they hoard meds instead
that would unironically be better
better than "lay on this bed and heal for free"
wouldn't setting a healing cap be the best course of action? what if medbay get bombed and lose every medical beds?
then the medical beds are gone? i dont see the big deal
so only for the sake of nerfing salvage you nerf the overall availability? they can find medical bed on magnet chunks and possibly from expeditions(i know it can be removed) is duratread purchasable via cargo?
it being available doesnt matter, they are boring and reduce gameplay interaction
so the basic beds should go too? they also heal and by rule of a+ b also reduce gameplay interaction
we can just remove the function from regular beds im not saying delete all beds
by rule of a+ b
genuinely curious what this means.
the issue is having powerful healing tools able to be centralized by salvage ( a job that normally is able to acquire an excess of any given material)
oooh... synthtread is an expedition reward i guess.
genuinely curious what this means.
in this situation, it should be item interaction + item mechanic = poor gameplay interaction
they are interacting with nobody other than themselves to obtain a powerful tool to bypass an entire game mechanic
Just make medbeds heal like normal beds but have a beaker slot like the cryotube for tricordzarcdine or some shit
then why bother restocking it with tricord when you can just inject yourself a simple solution is that beds shouldnt be able to heal you from 199 damage, only like 30 max then you cant just rely on them to fullheal a crit person or recover from serious combat injuries
lrp moment
Never noticed such problems on MRP servers. Maybe you just need to forbid by the rules to craft them to everyone except engineers?
Never noticed such problems on MRP servers. Maybe you just need to forbid by the rules to craft them to everyone except engineers?
That’s a dumb rule to have, especially when something’s so readily available in a construction menu like that. If their use is that important they could be made to require boards and be a Sci research.
That’s a dumb rule to have, especially when something’s so readily available in a construction menu like that. If their use is that important they could be made to require boards and be a Sci research.
T1 med technology is really good answer for this problem.
They don't have much of an effect in regards to healing and you can already craft normal beds so i agree with removing the recipe.
That's because they got nerfed a lot sometime during or after this issue
Medical beds still retain some roleplay value (at least on mrp where they're regularly built) to give med something to do, and they also provide free healing during critical moments such as without chems/power
I'm closing this for now, see the discussion in #31316 This can be re-evaluated once NewMed is included.
it effectively lets you bypass healing as a game mechanic make them uncraftable, maybe also nerf them