goboking Posted August 13, 2018 Share Posted August 13, 2018 There are three things I'd like to see expanded in the coming months: healthcare, hazards, and combat. Today I'll post some ideas of what the first of these upgrades could look like. New Job Medic The Medic is a job that improves a dupe's Care stat. The lowest tier is the Nurse, a tier 2 job. Next is the Doctor at tier 4. And last is the Surgeon at tier 6. New Buildings: Examination Table The Examination Table is a specialist building. Any dupe can use the Examination Table, where a Doctor or Surgeon will give them a Health Checkup, a buff that improves Immunity and Morale for 7 cycles. New Consumables: Bandages, Antacids, Caffeine Pills, and Mood Suppressors The following items have been added to the Apothecary: Bandages - made from two reed fibers, Bandages slowly regenerate a dupe's Health over the course of a cycle. Antacid - made from a balm lily and three sleet wheat grain, an Antacid suppresses all negative gastrointestinal traits (Diarrhea, Irritable Bowel, and Flatulent) for 2 cycles. Caffeine Pill - made from a pincha peppernut and 100kg of coal, this pill boosts a dupe's Athletics and grants passive Stamina recovery for 2 cycles. Mood Suppressor - made from a mushroom and 100kg of coal, this pill reduces a dupe's Athletics and grants a passive Stress reduction for 2 cycles. New Ailment: Trench Stench A dupe who bears the Grimy debuff for several days runs the risk of developing Trench Stench. This condition lasts for 1.5 cycles and causes such a bad odor it will interrupt nearby dupes' work and sleep. Other Changes The Med Cot now has two Health sliders, allowing players to determine when a dupe will use it and for how long. The Stress reduction from the Receiving Aid buff is proportional to the caregiver's Care stat. The database entries for Hypothermia, Heat Stroke, and other physical ailments have been fleshed out. So now we've got a genuine colony medic to take care of our dupes. In my next two suggestions, the Hazard and Combat Upgrades, I'll include new threats that will give us a reason to actually need a colony medic. Link to comment Share on other sites More sharing options...
Slvrsrfr Posted August 13, 2018 Share Posted August 13, 2018 56 minutes ago, goboking said: The database entries for Hypothermia, Heat Stroke, and other physical ailments have been fleshed out. Yes, please. Link to comment Share on other sites More sharing options...
Smuch Posted August 13, 2018 Share Posted August 13, 2018 Antacid - made from a balm lily and three sleet wheat grain, an Antacid suppresses all negative gastrointestinal traits (Diarrhea, Irritable Bowel, and Flatulent) for 2 cycles. (Actualy for something treating things like food poisonng, and intestinal gas,a legitimate ingrdient would be coal. (I mean okay in real life i's characoal, actvated with other subsances but hey, close enough).) I think the surgeon is fairy unescessary unless there's a huge revap of how health work in this game, though, just nurse and doctor would do. Also I think for visual design sake, more of a scanner rtherthan n exaination table (which would look too close from a med bed) to give the checks. ups, Link to comment Share on other sites More sharing options...
goboking Posted August 14, 2018 Author Share Posted August 14, 2018 21 hours ago, Smuch said: Also I think for visual design sake, more of a scanner rtherthan n exaination table (which would look too close from a med bed) to give the checks. ups, That's a good point. Perhaps an x-ray machine would be more appropriate. I'm sure Klei's artists could have fun making something like that. Link to comment Share on other sites More sharing options...
goboking Posted August 30, 2018 Author Share Posted August 30, 2018 The door for new diseases is opened a bit wider now that we can visit other asteroids/planets. If some of these planets have new, deadlier diseases then the importance of medics in the late game ramps up. Link to comment Share on other sites More sharing options...
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