Movement speed drugs have no downsides

Poison damage is meaningless when you can mix desoxyephedrine with dylovene and completely negate any downsides.

Ephedrine is even dumber since it has literally no downsides.

Few players (everyone knows who it is) have realized they can have effortless edge over any antag/combat encounter and abuse this every round.

In absence of organs, cloning damage or some hard to treat damage type mix would be a better alternative. Ideally in a way that you can’t directly mix the cure with the combat enhancers. Perhaps a debilitating withdrawal period where user suffers combat related (speed) penalties.

Nerfing stimulants just because security abuses them would ruin them for everyone. I think a better approach would be a roleplay change instead of a game mechanics change.

Stimulants are already listed as contraband in the Standard Operating Procedure. but nobody follows that. If we make those chemicals contraband under Space Law, then security can’t use them, and antags don’t care about breaking the law anyway.

This might annoy botanists who want to grow Deus to make some omnizine, but we can give them and chemistry special permission for that.

It’s not security abusing them that I see every round. Just because other players didn’t catch up to latest powergaming meta doesn’t mean it’s not a problem.

First words of that page are “retired rule”.

Introducing space law clauses will enable security to act against users (lethally, since users recover from stun too fast), however this will also create more overhead for admins as now they have to deal with CMOs/heads/sec using stims.

That’s why I want to mechanically discourage use of these stims, so they can’t be taken carelessly like regular meds during combat.

There’s currently no decision making when taking these stims, you always want to be fully stimmed since it gives you a massive advantage in all combat and if you run out, just stim again no problem.

In ss13 your organs wear down. Even your hearth can explode. I think this issue will be resolved when we have surgery and organ damage.

Do you think waiting for surgery/organs is a reasonable course of action?

@samuka was experimenting with adding withdrawal effects to a Vulture movement speed chem yesterday.

For reference these are the chems I added in vulture

1 Like

Honesty I don’t find too much of an issue with move speed drugs in a vacuum.
Where they become a problem however imo is when a chem/botanist is using speed drugs alongside an esword, no slips and a webvest.
As there is pretty much no counter play as sec/crew.
Add in a lexorin hypopen and you literally can’t do anything.

I dont agree with the sentiment that they’re OP, but an addiction like in girl meth where they HAVE to keep getting the reagent or face withdrawal would be a nice addition just thematically and RP wise, after all it IS meth. (turning all the tiders into tweakers by lacing their ciggs or food sounds really funny) also a robust and/or lucky botany can make buckets of hyper and distribute it to other tators so that issue would stay the same, the proccess would just get a bit longer.

also i dont know if this is the place for it but is girlmeth ever coming back? Even if awful for combat it was still really funny when it was on vulture

I think ret didn’t like it very much, so not for now