How it is balanced right now is an issue, as there is no way to tell how much is enough painkillers without killing you and generally doing it by trial and error.
Which makes it seriously unbalance, something that already had very harsh punishment for failing.
And again I’m going to remark, that there’s no way to know how much total painkillers you have taken, only how much effective.
Making it so you need to know the painkiller effect of the drugs and its mechanics and the painkiller effect needed. All of which would need you to look at the source code, and generally metagame beyond what the game informs the player.
Which is horrible game design, forcing the player to look at how the game works under the hood so that she doesn’t loose a character.
I would revert the changes , and think about a sensible way of implementing it, instead of the lazily unbalanced and incomplete way it is now.
No one likes half-cocked mechanics, and this one that shouldn’t have been merged until
And as I said in the closed issue:
CBM are supposed to be a kit of the bionic and all the tools needed to install it.
A brand new CBM looted from a locked cage in a lab should not need anaesthetic or any kind of tool to install it.
A salvaged or butchered bionic out of a corpse, should need anaesthetic and tools to install
Thanks to #20892 any CBM regardless if it was hard earned through lab raiding and hacking a locked box or just killing and butchering a random technician, needs lots of painkillers.
So far installing CBM already made almost obligatory to use any kind of intelligence enhancing drug to reduce the fail chances. Which is what the majority of players did, as it has become the current metagame of installing CBMs. As the consequence of a bad installation range from a faulty bionic, mutation or death.
This seems to be a rather lazy and incomplete implementation of distinguishing between low-difficulty RNG based butchered bionics or hard-difficulty looted CBMs proper.
I understand the need between killing a zombie technician with a rock in a sock, butcher it with a pocket knife and getting a CBM; and having to get a lab card, deal with security turrets, manhacks and security bots, hack a CBM display case to get a CBM.
Plus painkillers being as vague as they are at telling the player how much is enough, and that there’s a fine line between enough painkillers and “your breath stops completely”, having specialized anaesthetic would be needed for the current state of CBMs.
If we are going to differentiate between CBMs and butchered bionic, we need a properly designed and implemented system. Instead of further penalizing all kinds of CBMs regardless of how they were acquired.
This is a serious game balance problem. As this increases the needs of hard to find painkillers and specially hard to dose, as an over-dose causes death.
I don’t think it is working as intended as that unreasonably unbalance all the CBMs regardless of how they were acquired.
Now that we have test it, I’m not the only one that think it is unbalanced, and gave plenty of arguments of why it is unbalance, and on how it can be fixed.
Including more or less what would be the expected behavior and what is the current behavior.
And I would like to ask please to hear the reasons and rationale behind having this in its current state, and of why any of my arguments and reasoning would be wrong.