Instant injectors such as the CMOs Hypospray or the Hypopen are flawed in a way that offers little to no counterplay.
I want to note that this post was created after multiple discussions were already had. You can read about them Here and Here
To sum up:
Powerful reagents being injected instantly causes balance issues.
This is mainly an issue with the CMO using their Hypospray to valid hunt antags by sleeping them. This is an issue with Chloral Hydrate as a whole and there is a PR to nerf it, so I wont talk about it more.
The other issue is that there are other reagents that are just as powerful. Take Impendrezene as an example. It slows you down while dealing 2 poison per 0.5 units. Poison cannot be healed easily. Pax can also be injected, meaning you cannot defend yourself at all. If the CMO has some carp ready, they can also just inject you with Carpotoxin, dealing 4 poison per 0.5 units.
There are many more reagents I could list here, but I will stop.
Now, this wouldn’t be that big of an issue if there was some counterplay involved. But there is little you can do unless you have firearms, since melee is not an option. And just hiding till the CMO gives up is an awful way and not fun for anyone involved.
Nerfing every single reagent just because they are powerful when injected instantly is a bad way to go about it and will result in a situation where you keep nerfing and buffing reagents over and over again.
I suggest adding a small DoAfter to the hypospray and hypopen making them not work against people who are moving. Obviously, this should come with a small buff to the injection rate, 5u at a time is very slow; you may as well use a syringe in that case.
Counterpoint 1:
“The Hypospray is hard to hit!”
You can use the right click verb menu to “store” the person you are trying to inject, then when they are in range, click on the person in the right click verb menu.
Counterpoint 2:
“How will the CMO deal with unruly patients?”
Get security, this is a roleplay game. If there is no security, follow escalation rules and get them out that way.
Counterpoint 3:
“Admins can deal with valid hunters!”
Admins aren’t online all the time and reducing admin workload is important. I am also quoting SlamBamActionman here: “Using rules (or worse, player culture) to enforce game balance is terrible game design and ripe for abuse. It’s throwing up one’s hands as a game designer and saying “fuck it, admins will manually handle it”.”
Please keep any discussion civil.