🥝 Community Kiwi Space Station 13 Server (2024 edition) - Space Station 13

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I would probably have to backburner something like new implants until like next week or the one after but if they are reasonable then I'm not averse. Maybe it will come with a cool new drug or two (that really needs some spicing up). However they need to not be completely retarded. Its okay if it makes some kind of sense (like it gives you a chance to auto block attacks or something, idk thats pretty bland but you get my point), but if it gives you the power to conjure hypersonic crystalline bananas that let you nail people to a wall that is too goofy and nonsensical.

(i mention this because I am only vaguely familiar with the game that is being referenced but it seems like the sort that has that kind of thing)
 
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@geckogoy Here's my idea:
stimulant-injector.png

Stimulant injectors. Similar to the hypo but designed for one use only. You can either have them in a vending machine in Security or a special first-aid kit.

During a crisis it's usually a hassle for security to run to Medbay like the rest of the crew. The idea is that these injectors contain chemicals that will temporarily help them fight whatever's trying to wipe out everything on the station (with a significant cost to the user's health).
 
@geckogoy Here's my idea:
View attachment 5740216
Stimulant injectors. Similar to the hypo but designed for one use only. You can either have them in a vending machine in Security or a special first-aid kit.

During a crisis it's usually a hassle for security to run to Medbay like the rest of the crew. The idea is that these injectors contain chemicals that will temporarily help them fight whatever's trying to wipe out everything on the station (with a significant cost to the user's health).
Doesn't literally any other server have them?
 
Doesn't literally any other server have them?
Not from my experience. They have combat pills and stuff but someone has to make them.

I want these to specifically boost their health to make the limited medical equipment found in security more effective during a crisis. Like miraculous shit with a considerable health risk.
 
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Not from my experience. They have combat pills and stuff but someone has to make them.

I want these to specifically boost their health to make the limited medical equipment found in security more effective during a crisis. Like miraculous shit with a considerable health risk.
I like the idea. It's a bit of a gamble too. It increases your ability to fight a threat, but at the cost of you almost certainly not surviving if you fail (ie where you would originally spend plenty of time in crit getting ignored by the baddies to maybe get saved). Whereas if you succeed you will get prompt medical attention
 
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I like the idea. It's a bit of a gamble too. It increases your ability to fight a threat, but at the cost of you almost certainly not surviving if you fail (ie where you would originally spend plenty of time in crit getting ignored by the baddies to maybe get saved). Whereas if you succeed you will get prompt medical attention
You're right. It would take a lot of thought to balance these.

The way I see it there should be a range. From stimulants with little to no risk and then experimental drugs that can lead to something like permadeath.
 
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It would definitely be kindof funny if you overdosed on speed/strength drugs so badly you gibbed

e: TBH the basic idea that you are damaging yourself, even breaking bones whilst using the drugs could possibly be fun. I feel like that sort of drug should be illegal

TBH the idea still sounds rather vague/hard to act on, but that sprite looks like a solid alternative to the autoinjector so if it had used/unused states it could be added in as a subtype to the regular autoinjector and then used for certain things
 
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Update: engineering remap

Engis rejoice. Can't wait to get in and nearly blow everything up, thanks for all the work fren.

As for the super drugs fucking crew up after a certain time period, if it can be pulled off that would be a fantastic addition. Permanent impacts to vision, speech or losing use of a limb depending on what the drug is, some shit like that
 
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I came up with two experimental stims and two normal stims.

taurzine.png
Taurzine
: Completely negates pain, massively increases strength and speed. Random chance of a random limb exploding after a certain period (Head & brain 75%, leg or legs 15%, arm or arms 10%, and nothing 5%). I'm willing to draw sprites for the limb exploding animations.
aerazine.png
Aeradin : Maintains a constant supply of oxygen going to the brain for a given time. Causes brain damage after use which can be permanent.
kopium.png
Kopium(one of my more creative names) : A good pick-me-up. Keeps the patient wide awake and slolwy heals all damage types like Tricodrazine.
vasokine.png
Vasokine : Slows down internal bleeding with a slight risk of organ failure.

I mean like used/unused
Here's the used version.
used-stimulant-injector.png
 
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Oh yea these can be done really easy.

Would be a lot more helpful if you resprited the ibupropen (full and used) pen.

I wanted to revise meds at one point, so for example you mix burn damage meds and brute damage meds, and get tricodrazine... You could mix that with some fast acting hunger agent to heal faster at the cost of hunger, etc. The idea was to make it less realistic and more mechanical.
 
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Oh yea these can be done really easy.

Would be a lot more helpful if you resprited the ibupropen (full and used) pen.
You didn't like my sprites? The ibupropen is already in the game. I found it here.
I wanted to revise meds at one point, so for example you mix burn damage meds and brute damage meds, and get tricodrazine... You could mix that with some fast acting hunger agent to heal faster at the cost of hunger, etc. The idea was to make it less realistic and more mechanical.
I think Science should be like that. I like Chemistry in its current state. Not including the annoying 20 pill cap the ChemMaster has.
 
Oh yea sorry I thought those were not the final sprites because they look super blurry on mobile.

It's the compression.
 
I just jumped on to fire up the new engine after the rework, @geckogoy it looks incredible when you ignite holy shit. Excellent work my nigga
 
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I came up with two experimental stims and two normal stims.

View attachment 5740944Taurzine : Completely negates pain, massively increases strength and speed. Random chance of a random limb exploding after a certain period (Head & brain 75%, leg or legs 15%, arm or arms 10%, and nothing 5%). I'm willing to draw sprites for the limb exploding animations.
View attachment 5740947Aeradin : Maintains a constant supply of oxygen going to the brain for a given time. Causes brain damage after use which can be permanent.
View attachment 5740961 Kopium(one of my more creative names) : A good pick-me-up. Keeps the patient wide awake and slolwy heals all damage types like Tricodrazine.
View attachment 5740963 Vasokine : Slows down internal bleeding with a slight risk of organ failure.


Here's the used version.
View attachment 5740966
I'm inclined to workshop this a bit. I think most of these should for sure not be considered legal but ways could be added for the crew to access this (maybe even just this is something chemistry can make). As to the specific drugs:

Taurzine: how about, increases strength (I guess maybe there is a way to buff melee damage?) & speed, I'd also kindof like to proc brute injuries when employing your strength to hit people super hard. I think it shouldn't be a painkiller, more on that later.

Aeradin: what does oxygen to brain imply? like no need for internals or something?

Kopium: tricord is against my preferred balance and I'd kindof like to move away from just taking pills to recover from all ills (IMO that makes medical really boring for all involved). instead of that what if it is a very strong painkiller and negates most of the downsides of broken bones and internal damage, and also allows you to ignore the effects of bloodloss? so it doesn't actually heal you at all it just lets you ignore injuries. barring damaging your limbs enough for them to physically detach, this would compound strongly with taurzine. also lets you resist the effects of being shot, like you were some coked up homeless guy getting shot 20 times by the police before going down

vasokine: i would suggest this should probably just flat out stop internal bleeding for a time, and maybe be the only one of these that is considered legal?

I also think compounding these drugs should trigger the truly devastating limb exploding side effects and so-on.

This can be explained by saying there is some common element to 'stims' that make them different from other drugs, like for instance they involve powerful catalyst molecules designed to boost the chemical efficiency of various bodily functions beyond normal, but can potentially interact chaotically with eachother in unintended ways and catalyze runaway chemical reactions instead of what they are supposed to be doing (this is true of real catalysts as well). if this occurs this can result in the energy releasing with explosive force, resulting in the aforementioned limb disintegration

can play the chemical reaction sound(s) right before it goes off so they get a fraction of a second of 'oh shit' before they explode

it looks incredible when you ignite holy shit. Excellent work my nigga
Hell yes, combustion engines are finally back niggers (only took a decade and a half)
 
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Taurzine: how about, increases strength (I guess maybe there is a way to buff melee damage?) & speed, I'd also kindof like to proc brute injuries when employing your strength to hit people super hard. I think it shouldn't be a painkiller, more on that later.

Aeradin: what does oxygen to brain imply? like no need for internals or something?

Kopium: tricord is against my preferred balance and I'd kindof like to move away from just taking pills to recover from all ills (IMO that makes medical really boring for all involved). instead of that what if it is a very strong painkiller and negates most of the downsides of broken bones and internal damage, and also allows you to ignore the effects of bloodloss? so it doesn't actually heal you at all it just lets you ignore injuries. barring damaging your limbs enough for them to physically detach, this would compound strongly with taurzine. also lets you resist the effects of being shot, like you were some coked up homeless guy getting shot 20 times by the police before going down

vasokine: i would suggest this should probably just flat out stop internal bleeding for a time, and maybe be the only one of these that is considered legal?
I don't know how pain works in Bay, but in other servers pain makes you unable to move. If Taurzine doesn't offer any resistance to pain, then its advantage will be instantly nullified by a common gun.

Aeradin is pretty useless to be honest. I forgot the medkits in Security already had Dexalin when I thought of that one.

I'm fine with Kopium acting as a painkiller as long as you keep its ability to wake patients up. It should also have some kind of side-effect.

Vasokine can stop internal bleeding I guess.
This can be explained by saying there is some common element to 'stims' that make them different from other drugs, like for instance they involve powerful catalyst molecules designed to boost the chemical efficiency of various bodily functions beyond normal
The common element is the unique side-effects. That's what should keep them from being used normally. You'd only want to take the risk in a crisis situation. But like I said before there needs to be a range between "safe" stimulants and the more dangerous ones.

Stuff like Kopium and Vasokine should be there to make Security's first-aid treatment more effective. They don't offer a permanent fix but they can keep you alive. Taurzine should be used as a last resort when all hope is lost. Aeradin needs a new purpose though.
 
@geckogoy What if Aeradin restores oxygen to the brain and brings patients back from the dead? Brain damage is measured by how long the patient has been without oxygen. Like no brain damage if you've been dead for less than 2-3 minutes. Brain damage increases afterwards and your patient will be braindead if he's been dead for more than 5-6 minutes.

Since you graciously removed defibrillators. This is a reasonable alternative.
 
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