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  • ParadiseStation
    ParadiseStation

    129 patrons
    $531

  • Posts

    • I appreciate that. Thank you.
    • suggestion 3 just makes a virologist become a pain to chemists, demanding they get their resources to perform their 'important work' sooner, and will usually wait around pestering if you can believe it, virology used to be even more busted, as you could stack two beneficial viruses together
    • That is fine, your words have been removed.
    • I retract permission for referencing my words or using them in this. When I gave permission to use them, I was unaware of what context they'd be placed in and for what purpose it'd be used.
    • I've been playing on Paradise for a Month now, but I focused solely on medbay amassing 200 hours at this point. But there's been a glaring issue with medical   Virology Is Way Too Quick to Finish Beneficial viruses are quite powerful when given out to the crew, constant supply of salub, occuline and mannitol in a person's body, nullifying any other random diseases and the well known damage conversion through toxic compensation and toxic filter. Now, the process for it can seem complicated to an outside view, but once you get it down this is a simple 7-10 minute task on average. There's a reason for this and we'll get to it. But for now we have a department who's entire 'goal' can be finished before most other departments are even done setting up. And due to the Antibodies-Metabolism trait even the entire 'finding a cure' to a random disease aspect of the virologist has been completed for you. The Virologist now has absolutely nothing to do. I Enjoy Virology I like the fantasy of it, I think diseases are an integral part of the game, and creating a beneficial virus should be a momentous occassion. Not something you churned out on a lunch break. I believe that if nothing is done with Virology it will be next on the chopping block, you rarely see virologists anymore in any round. The Problem Virology is slightly too strong in my opinion for the effort that's put into it. But if those effects were removed or nerfed (Such as Self-Respiration only removing need for oxygen instead of also supplying Salbu) there'd be even less of a reason to go into virology. I've made a list of suggestions that focus on increasing the time investment needed to make a perfect beneficial virus. Or to l Suggestion 1: More Traits The most intensive way to fix the issues would be adding more traits, at the moment the virus trait list is quite barebones. Which has an adverse effect of making the RNG of finding specific symptoms much more tilted in the players favor. While this may be a large fix as for this to work it'd need to double the current list, virology may very well be deserving of it. Suggestion 2: Make Virus stats matter more while increasing the negative stats for positive traits At the moment a full optimized beneficial virus will have an abyssal virus stat array. But in the end it doesn't matter, many of these stats have an amount they won't actually go under by. It's a complete non-issue when thinking of a beneficial virus and it's why everyone just shoves all of the beneficial traits together. Negative Stage speed could have a malus that can make the virus go down in stage instead of up, negative resistances could make the virus just cure itself with basic medication, and you could increase the stealth stat of all positive viruses to make it more difficult to scan with the Pandemic. Suggestion 3: Remove the Starting Plasma Dust and Diphenhydramine Virology has access to. Virology at the moment has access to too much resources at round start, this would artificially increase the time it takes to make a beneficial virus aswell as cut into the stock of plasma the station has access to as a downside of creating a beneficial virus, it'd also force the virologist to interact with the rest of medbay by having to ask the chemist to make Diphenhydramine. This would be the easiest change by far but I see it as a much more temporary solution.
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