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Inaprovaline metabolizes slower for better use as a stabilizing medicine #32293

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Blackern5000
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About the PR

Inaprovaline now metabolizes slower at 0.1u/s.
It also heals slower as well at 2/s, but still does so at a rate greater than someone in a critical state asphyxiates.

Why / Balance

Currently inaprovaline is more or less entirely outclassed by dexalin+, and really doesn't have a unique scenario to use in. With these changes, it will be extremely helpful for keeping a gasping patient alive, but not so useful for treating asphyxiation outright.
Epinephrine is often not seen early in a round due to having a somewhat complex recipe compared to other meds, so I think having inaprovaline as a medicine purely for keeping a critical patient alive while you tend to someone else will work out pretty well.

Media

2024-09-18.21-38-01.mp4

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Breaking changes

Changelog
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  • tweak: Inaprovaline now heals slower, but lingers in the bloodstream for much longer, making it much more useful for stabilizing critical patients for an extended duration rather than outright treating damage.

@github-actions github-actions bot added the No C# For things that don't need code. label Sep 19, 2024
@ZombieChibiXD
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but not so useful for treating asphyxiation outright
Mind explaining the thought process behind this?

Currently inaprovaline is more or less entirely outclassed by dexalin+,
This is outright false. Dexalin+ is a general purpose airloss (asphyx+bloodloss) medication in addition to it's status as heartbreaker toxin antidote. Inaprovaline meanwhile is asphyxiation specific medicine if patient is in crit state in addition to it's capability to reduce bleeding.

In detail per unit of each reagent (used in 2 second in current version)
Dexalin+ heals 6.5 Asphyxiation and 6.5 Bloodloss
Inaprovaline heals 10 Asphyxiation

To say it's outclassed is outright false. Each medication has it's own purpose, and using Dex+ on patient that doesn't have Bloodloss, especially when asphyxiation damage can be healed over time by just breathing, is a waste.

Additionally, making it 0.1u consumption will make bleeding damage essentially a non-issue for combat situation, since inaprovaline will just, clot the bleed, in a prolonged amount of time, especially since there is no OD on inaprovaline.

Me personally, I would like to have specialized medicine for specific types of damages (like how Advanced Brute works) without resorting to generalized medication like Dex+.
Removing this makes medical highly dependant on plasma, while most shift plasma is easy to come by post 20 minutes, this change ultimately kills lots of fun for other player, especially early on, not being able to get out of crit state earlier compared to how Inap works right now.

@ZombieChibiXD
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ZombieChibiXD commented Sep 19, 2024

Additionally this PR breaks the design philosphy of the space wizards listed here
Player Agency
When you design a mechanic, you should be very conscious of the choices and information you are giving players. If your choices are too simple or you give too much information to players, your choices become a “false choice” where there is only one “correct” answer.
The "correct" answer becomes always Dex+, instead of Inap or Dex+ when trying to revive a crit patient.

@Blackern5000
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but not so useful for treating asphyxiation outright

Mind explaining the thought process behind this?

It only barely treats asphyxiation slightly faster than it's taken, if someone has pure asphyx damage you're better off just using dexalin plus now (like people always have).

Currently inaprovaline is more or less entirely outclassed by dexalin+,

This is outright false. Dexalin+ is a general purpose airloss (asphyx+bloodloss) medication in addition to it's status as heartbreaker toxin antidote. Inaprovaline meanwhile is asphyxiation specific medicine if patient is in crit state in addition to it's capability to reduce bleeding.
In detail per unit of each reagent (used in 2 second in current version) Dexalin+ heals 6.5 Asphyxiation and 6.5 Bloodloss Inaprovaline heals 10 Asphyxiation

This isn't a significant enough difference in healing for inaprovaline to justify having a dedicated jug in the medicine locker, dexalin+ is just so fast at healing airloss of all types on its own that a specialized medicine for asphyx isn't needed.
There's also the fact that inaprovaline ONLY works when you're in a critical state, meaning it's already in the position of "medicine for stabilizing critical patients" rather than "the good asphyx med"

To say it's outclassed is outright false. Each medication has it's own purpose, and using Dex+ on patient that doesn't have Bloodloss, especially when asphyxiation damage can be healed over time by just breathing, is a waste.

If someone has over 100 asphyx, a single dose of dex+ will basically erase that entirely. The sheer effectiveness of dex+ means that you'd need an instantaneous complete airloss heal to do better than it in any meaningful capacity (like what RMC does for dex+)

Additionally, making it 0.1u consumption will make bleeding damage essentially a non-issue for combat situation, since inaprovaline will just, clot the bleed, in a prolonged amount of time, especially since there is no OD on inaprovaline.

you can already do this more effectively with tranexamic acid.

Me personally, I would like to have specialized medicine for specific types of damages (like how Advanced Brute works) without resorting to generalized medication like Dex+

Airloss damage is a different case than brute damage, you can't just treat the damage directly most of the time. Often your first step is to treat the cause of it (being critical, low blood, etc.) and then you use dexalin+ to bring a patient out of critical, or to top them off if you're in a rush to get them out of med during nukies or something. This means having unique specialized medicines for asphyx/bloodloss isn't really necessary, especially with how good dex+ is at treating both damages anyway.

Removing this makes medical highly dependent on plasma, while most shift plasma is easy to come by post 20 minutes,

Plasma is basically a non-issue, you only need 1u and if you're really desperate you can just disassemble your front counter for plasteel on most maps.

this change ultimately kills lots of fun for other player, especially early on, not being able to get out of crit state earlier compared to how inaprov works right now.

Generally, one second of critical time won't make a difference in enjoyment, and chemistry only makes inaprov jugs when they've got nothing else to do anyway. It's just significantly easier to supply dexalin plus for airloss in general and spend time on other, more important medicines (that don't eat up so much carbon and sugar for so little use.)
Again, this isn't like brute damages where the general medicine is rather weak and the specializations are needed for medical to move at a good speed. Dexalin+ is one of the fastest acting medicines in the game, especially when combined with the natural airloss recovery outside of a critical state.

Dexalin+ outclasses inaprov in its current state because it does the same things and more for roughly the same price, the only place where inaprov does better it hardly does so, and is only useable when you're already in a critical state and refuses to work once you're out of it (it's not uncommon to wake up from crit, only to fall back down right after from another gasp sending you back over 100 damage.)

Additionally this PR breaks the design philosphy of the space wizards listed here Player Agency When you design a mechanic, you should be very conscious of the choices and information you are giving players. If your choices are too simple or you give too much information to players, your choices become a “false choice” where there is only one “correct” answer. The "correct" answer becomes always Dex+, instead of Inap or Dex+ when trying to revive a crit patient.

The "correct" answer is already dex+, if anything this is giving inaprovaline new use for critical patients. I said it's not as fast as dex+ because the healing is barely faster than the rate of asphyxiation damage, but as I showed in the pr video it's still very capable of bringing someone out of a critical state, and even more effective at that specific stage than before because it takes effect for longer rather than running out right as you get up and fall back down again from one single gasp.

@Plykiya
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Plykiya commented Sep 19, 2024

Good change. Inaprovaline is overshadowed because of how strong dex+ is, this gives them different roles to fulfill.

@thebadman4662
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Inap isn't really competing with Dex+, its the best crit med in game that also treats bleeds. It has almost same medical use case as Epi, though latter can be situationally useful for its non-airloss damage.

I barely use Dex+ myself as most of time you can simply get people out of crit via very strong medical reagents, saline uses stomach metabolism so you can fix bloodloss issues in a flash and by the time treatment is done, patient will be fine. If they were very choked and I did not fix it with epi/inap, then dex+ is only there to fix my mistake, very, very rarely patients have such high airloss damage with proper treatment they need Dex. Then there are cryopods which very often are availible in these rare cases and will perfectly clear all ailments, even if medbay is out of power.

If Inap gets nerfed into 20% of what it is/buffed into long lasting safe trans acid then it will be reduced to overpriced reagent version of stasis bed from the best albeit niche asphyxiation crit med in the game and with epi availible for free in medical department and vends it will be worth making even less to use as is.

@slarticodefast
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Additionally, making it 0.1u consumption will make bleeding damage essentially a non-issue for combat situation, since inaprovaline will just, clot the bleed, in a prolonged amount of time, especially since there is no OD on inaprovaline.

This is the main problem I see with this PR. Without an overdose you can simply drink a 50u beaker of inap which makes you basically immune to bleeding for 500 seconds, especially since you did not reduce the ModifyBleedAmount amount with your metabolisation rate adjustment.

Also keep in mind that non-slime species can only metablolize two reagents at a time, which means that a few units of inap will block other reagents for a siginicant amount of time. This should only be the case for highly-specialized reagents like pyra imo.

@Golinth
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Golinth commented Sep 20, 2024

The "correct" answer becomes always Dex+, instead of Inap or Dex+ when trying to revive a crit patient.

Completely disagree with how both chems are currently implemented. Dex+ is so much stronger than inap that it inap is never even made separately. Making inap a stabilizing chem gives it a unique niche that would allow someone to choose whether to inject inap to keep them alive while they work on someone else, or dex+ to heal ASAP.

@thebadman4662
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Dex+ got stronger with buff to bleeds, inap either requires someone be in crit for long time/be spider for it to build up or even longer time that defib 40 asphyxiation removal still makes it major damage. There is little reason to make inap though as there is both plenty of it already made around station and epi. There is also benefit of it working during atmos problems and preventing choking people from going crit rather than pingponging between the states.

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