Necrosol should heal rads too

Necrosol heals almost everything on dead bodies EXCEPT rads and genetic. As there is no way to heal rads on a dead body, someone with 200+ rad damage is effectively round removed. The most common reason I have seen for this is an engineer dying near the singulo and not being discovered in time. I think that necrosol should heal rads for a few reasons.

  1. Necrosol already requires omnizine to create and is a burden to produce.

  2. An antagonist using rads to make someone unrevivable is very impractical and I have never seen it used personally. If an antagonist wanted to round remove someone it would take significantly more effort to irradiate them and have substantial more risk compared to gibbing them or spacing their body.

  3. Necrosol is already underutilized as it is due to the difficulty of production. I feel a small buff to the effects of it would not unbalance gameplay but would instead just be a nice QOL change for medical.

  4. Due to the recent change to uranium that makes the item form non-radioactive, the most feasible method for an antagonist to inflict radiation damage has been nerfed.

It would be a simple change on this page on line 1251. A change from “Poison: -2” to “Toxin: -2”

I would love to hear what the community thinks of this. also

MEOW :3

2 Likes

Dead and full of rads = round removed. This is not good.

This fix is good stuffs :3

I feel like having a damage type that hard-RRs someone without completely destroying their body is neat - and there are ways to RR someone using rads without dragging them to the singulo, such as injecting a mixture of mutagen and inaprovaline repeatedly.
It also makes the singulo more of a genuine hazard to be around - if radiation wasn’t an extremely serious threat to your well-being, the decision of whether to use it or the tesla would be even easier.

Necrosol’s pretty easy to make if botany’s working with you properly, IME - there’s not much else you can do with the omnizine anyway, unless it’s a zombie round.

The uranium change isn’t particularly important, IMO, since the item becoming radioactive was also very recent.

It’s also just kind of funny to hear about people waltzing into the PA room for no reason, staying there for no reason, and being found unrevivable with 400-something rads later on.

Edit: Also, if it’s hard to RR someone with rads… wouldn’t it be fair to keep that as a reliable but difficult-to-achieve method, instead of it being just another damage type that’s sort of a permakill, but not really a permakill because sometimes medical has necrosol? “It’s hard to do this” doesn’t seem like a good reason to make it impossible, especially when there’s only two alternatives - three if you count hiding the body really well.

3 Likes

Genetic damage already is a hard RR damage Type when you get 200. If someone has access to enough inap and muta to RR someone they likely have chem access can also use benezene to deal genetic damage, or even easier, they can create deadlier more effective chems than muta and inap.

There is SOOO much you can do with omnizine! It’s the best healing chem by itself. AND, it is SOOOO hard to get because robust botanists are hard to come by (I only play on LRP so I may have a bit of a bias here)

Cryogenics are already severely under utilized. Currently necrosol has one almost never used purpose and thats to heal someone with 195-200 poison damage. Other than that no one is going to make it as there are vastly less expensive options for healing literally everything else except radiation and genetic.

So it’s less of a “hard” process, and more of a time consuming process that takes a lot of effort. If some is killed with rads and they are not by the singulo its pretty easy to narrow down the suspects to chem and botany. Its a high risk high effort RR that 99/100 traitors wont use because there are easier and more discrete methods.

Genetic is hard-RR, yes, but I think there’s a reason we see more radiation-focused deathmixes than genetic-focused ones. Plus, unstable mutagen is something people outside of chem have a shot at obtaining without ordering chemical crates.

Omnizine is really not that good of a medicine. Sure, it heals four different damage types, but the numbers are abysmal - 5u of it will heal 5 of each burn, 10 of each toxin, 10 of each airloss, and 6.6 of each brute. Derma and sigy are better for burn, dylo matches it for poison, arith is better for radiation, dex+ is better for both airloss types, and it’s tied with bicaridine for brutes.
If you have a patient who somehow has all of these damage types - cryoxadone is free, and is also better than omnizine at healing these damage types. There’s not really any compelling reason to use omnizine for anything other than making different medicine, assuming you don’t have literally thousands of units of it lying around.

Necrosol can also be useful for reviving people with large amounts of brute or cold damage without sitting there applying bruise packs and ointment for ages. I’ve used it for this before, IIRC - it’s pretty good at un-popsicle-ifying people.

It’s impossible to hard RR someone with rads using chems because they can always just give up and die right there. Turning the rest of their health into airloss damage. Sure, they CAN down them with it, but the only way to truly RR someone with rads is with the Singulo, and that’s already way harder, riskier, and just has too much visibility to really be a viable option. Hiding a bot and letting it rot is basically a death sentence too, but oppo exists. I have seen oppo used exactly once in 800 hours. and I was the one who used it.

I play a LOT of chemist, and trying to get omni from botany is like pulling teeth. And when we do get it, its not a lot.

Singulo is not the only way to RR someone with rads. Any uranium weapon will sitll deal rad damage to corpses, uranium rocks from meteors deal heavy amounts of radiation, artifacts and especially handheld artifacts can be highly radioactive, and these are only the ones i can think off the top of my head.

As someone mentioned earlier, having damage types that make you unrevivable is a good thing. It increases the stakes, forces you to be careful, and the only people who die by accident from rads will learn from it,think twice next time and look back on it as a funny instance of learning the game.
Dying is an integral part of the experience, and anything that isn’t entirely out of your control shouldn’t feel unfair or bad, but be seen as a stepping stone everyone went through once.

It’s also not a hard round remove either, you can always be borged (or once in a blue moon, cloned).

1 Like

Radiation damage is a way for certain chemist antags to kill people.(including sci and botany)
Either by feeding uranium, Injecting uraniym, Injecting rad chems, Puting body near radiation source

Making it easy to heal will just reduce their options to always gib\throw away body. Aka why bother with elaborate chem plan, just always viper and nothing else

1 Like

you are right, a uranium spear would still deal rad damage. But it still would be a lot more effort than simply gibbing the body. The amount of time spent getting rads over 200 would take longer than gibbing with say a toolbox.

Meteors are very unlikely and if they do manage to kill with rads, reviving someone like this just makes it a QOL update in my opinion.

Artifacts can be radioactive, and I’m not too well versed in sci to say how well this would go. I have seen radioactive artifacts only a handful of times.

MOST IMPORTANTLY with the change to the Maroon objectives, Killing someone with RADS isn’t a reliable way to complete the objective anymore. Their dead body can get on the shuttle, and the objective will be failed. With this change, it necessitates spacing or gibbing a body