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Perhaps with some new options: requires a battery to function, can be toggled on/off with a keybind, and gradually induces radiation sickness over time.
Maybe add a helmet variant to the “Combat Medic” perk, but it would confer less resistance than a normal helmet.
Here are my arguments:
With Neurotrauma, medicine requires knowledge of the mod, making it much more challenging than vanilla gameplay. Users of Neurotrauma are enthusiasts of difficulty mods, and many people play mod combos like Neurotrauma + Barotraumatic.
Sometimes, giant spinelings or other creatures can headshot you through the submarine. If you're playing with beginners and you're the only medic on board, no one will be able to revive you, resulting in a game over for your character.
By making the medical head scanner expensive to craft (by modifying the recipe), it would still justify the use of the classic scanner for other crew members.
Another idea:
New serum (final perk of a talent tree)
Stasis Serum
Slows down the effect of afflictions without completely stopping them, almost similar to the stasis bag
Very expensive to craft
Miscellaneous changes:
Make the Raptor Bane Extract lethal if a player has equipped mudraptor genes.
The next update is on point for small groups even-ishly engage wth medical system other than medic.
description(suggestion perk name) explanation
this is based 02/2024 Gameplay so before anyvnew updates
one Thing i can say for perks early on as a medic that could have helped me during my runs :
- A perk that reduce the falling risk of fracture for a medic (bones of steel) why ? : running around trying to drag corps in a submarine makes you vulnerable to those injuries.
- A perk that make wrench heals dislocation always suceed (the wrench of joy) why ? because its a common injury and it sucks when it fails. could be a better tool too !
- a perk that reduce the amount of time for a player manipulated by a medic to fall into unconsciousness[how do you spell that ? ] (Quick response) : well sometimes it goes realy fast you cant even act
- a perk that reduce a little the amount of negative effect of common drugs. (better dosage) because sometime you do more harm than good.
- a perk to better produce main drugs at a cheaper price.
- a perk that can help you evaluate some desease without the need of any scanner.
there is the mod doctor NT one that remade there perk that you could use inspiration from.
i will try to think for more things too.
in term of desease i was thinking it would have been awesome to have some short or long term desease that apply debuff without necessarly killing you related to being in a submarine for a long time (scorbut = lack of vitamine C) (Cold = random chance + increase in being in water) that make the medic more a place to go for little illness too.
ps : sorry for grammar error im not native english ^^
I'd really like a way to get Mannitol plus as well. Which from the NT guide appears to be limited to that now defunct expansion.
If you're taking ideas for the medic talents I'd love to see something to do with fruits from gardening! As helpful as -8% on internal damage with pomegranade extracts is, it sure feels lacklustre to spend rounds watching a tree grow just to wait till you get 3 fruits for one extract.
Maybe an implanted AED? Potentially installed via surgery like a cyber limb, and acts as the Automated External Defibrillator shortly after a patient goes into Cardiac Arrest.
Anti-Septic Spray buffing trait, that allows it to apply 50% Ointment and maybe speed up healing on the sprayed body part.
Obligate trait that increases Scalpel melee weapon damage, as seen in Engineer and Mechanic. Right now I don't think scalpel does any melee damage, however.
Maybe a trait that increases stack size of certain medical items, or a chance to gain an additional item when crafting them.
Bio-monitor that allows a medic to view their crew's health remotely. Potentially also implanted via surgery, and could at least give basic vitals like blood and heart rate.
Functional toxin resistance that slows the buildup of toxins, giving more time to use an antidote.
Maybe some kind of trait that engages with internal organs? It would be interesting to be able to upgrade them, increasing their resistances to organ damage and certain afflictions like respiratory arrest, infection and cardiac arrest for example. You might find that this one goes beyond the scope of what was intended for Neurotrauma, however...
talents like Medical license (full profit from selling organs), Soothing surgeon (less trauma shock on operated person) and Rinse and repeat (drainages/endovasculars/needles aren't consumed) are surgeon talents that you could merge into base neurotrauma for beginners to take and use at a much gentler pace of learning the medical system or making greater use of their role with neurotrauma in effect, although you can only give them so much till you make treatment too easy
if you don't mind me adding more into the pot, especially this late into the discussion, i suggest integrating other submarine tools or weapons as possible surgical items for "ghetto surgery" in the absence of a medic (we're talking knives, wrenches, crowbars, you name it), as the complete dependency on the sub's medic(s) is one of the main criticisms from non-medic players in neurotrauma modded runs that i've heard
the skill checks for the tool's respective role would be high as fk (i'm thinking minimally 80, e.g. using a wrench as a retractor requires 80 mechanical), but much better to use as a substitute to the surgical counterpart, even if you don't meet the check where you gamble the person's life if you use anything sharp or lethal. personally it's much better to do that than forcing yourself to read medical books for dinner to be on par with the submarine's medic that's called sick for the session. the high skill checks shouldn't entirely replace the medic even when present, although i can see that happening in late-game. that shouldn't probably be the case anyways, depends on what the talent rework brings