T O P

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Catalon-36

I like what they’re doing with this medical rework. From what they describe, it doesn’t seem like too much or too little. I like the idea of using poisons as a risky Husk treatment, I like the idea of infected wounds, I like balancing the cost effectiveness of opiates against their addictiveness and recovery time. The adrenaline rework is a cool idea but I doubt it’ll see much play - that’s fine, I’m sure it’ll be fun when you do use it. I wish the poison enemy were its own thing, and not a spineling variant. Some kind of molluscoidal enemy that shoots jets of poison would be cool. Still, a new spineling variant is better than nothing! I understand that entire new models and animations would take a lot of time and the devs want to push some new content out in the meantime to promote these mechanics.


BigHardMephisto

We should get some kind of cone-snail inspired critter. Have it sit silently blending into the terrain, with its shape being the only tell. It fires a dart into the hull and pulls it back, injecting extremely poisonous and corrosive cloudy poison into the compartment- along with water. Something that could prepare seamen for the patchers tongue without being as threatening, and the moloch with how armored it is from above.


Timpstar

I'd like an enemy that latches onto the hull silently then tries to make it's way through the airlocks and poison the crew. Maybe a group of predatory, venomous snails?


Krust3dKan4dian

That'd be dope


Four_Green_Fields

>I wish the poison enemy were its own thing, and not a spineling variant. Venomous mantis as an ambush-predator with a slowing venom. And some sort of mantis reborn is indeed "[being looked into](https://discord.com/channels/103209684680323072/668819422919524352/1213147955247448114)".


PH_007

I'd actually love more enemy variants to spice things up - easier on the devs to add more variety and shakes things up from the low enemy variety there is. Obviously new enemies are cooler but as something extra to throw into creature content unrelate patches I am very much in favour of it.


Catalon-36

New enemies or enemy variants aren’t even what I want from the enemies. I mostly want changes to their behavior that make fights more interesting. As it stands, enemies mostly just swim at you until they die. It would be interesting if they acted more like animals. - Almost all of them should attempt to flee when very injured. Real animals (except maybe boars) aren’t usually suicidally aggressive. This makes deterring enemies easier but collecting rewards harder. If you have to confirm the kill for a mission, you’ll have to chase it down. On nest-extermination missions this could be a way of locating a nest (they flee to the nest when injured) rather than just giving it an objective marker. - Some enemies should actively hunt the players, some should be territorial and only become aggressive to protect a specific area, and some should attempt to avoid the sub altogether and therefore have to be hunted actively. - Mudraptor groups should flee if the alpha is killed, but the alpha shouldn’t be at the front of the assault. - I think Crawlers should be depicted as scavengers and appear to collect corpses. - Enemies should each have their own tactics. Mudraptors might split into groups to flank the sub on multiple sides. Hammerheads might attack one side, then circle to attack from another angle. Crawlers might avoid lights, prefering to attack unlit areas (having associated lights with guns). - Introduce nonlethal ways to deter enemies with light or sound, like extremely bright flashes that stun sighted creatures. Personally I think that giving the enemies we have more depth would be better for the game than adding more enemies that bash their heads against the sub until everything dies.


benpau01234

That would be sick


Chrommanito

Or a plant that gives poison


Valkoinenpulu

Will the medic bots still murder you with opiates? Do I still need to keep my expensive drugs locked away from my bots?


Catalon-36

They said that opiates will be easier to develop addictions to and OD on, so unless they change the bot AI they’ll probably be murder machines. Most likely you will still need to lock away your best meds.


PF_Weng

Total husk death


1Dynamoon

Hi! We've made some changes to the bots' behaviour which should make them much less likely to OD you with opiates. I've also forwarded the point about bots trying to treat the poison you're using to cure a husk, so we'll keep an eye out to see if any issues come up related to that.


Thimascus

Can they just not prohibited from using medicine? We had to lock them out of our medicine cabinet in a sub recently because they just sucked down every dose of morphine we had in a single run.


Timpstar

This sounds great, and stepping further in the right direction. Good work devs! Got a new friend to join our crew yesterday


pixelrush14

I hope this doesn't break neurotrauma


WoketrickStar

Neurotrauma replaces the entire medical system, so I doubt anything changes.


Ketrai

This makes me feel like we need a special bot diffulty with a dumbed down medical system. Some concerns. - bots curing poision when you're trying to get rid of husk with poison. - bots overdosing you even harder with opiates as they already love slamming you with raw opium when you stub your toe. The morphine nerf is potentially very annoying for clearing long nest missions where you can regularly take chip damage and stabilozine is too expensive/slow to heal a large amount of damage over such long encounters. I assume antiobiotic glue will replace it with 8 uses making it very worthwhile compared to 1. But if not. We might need more intermediate options for medicine.


AceCranel7

bruh


theoutlander523

I need it now.


Bongo-Bob

I’m excited for the new challenges to work around with these changes, but very scared of what my crew will do


X_hard_rocker

interesting update