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Forced sleep threshold for Chloral Hydrate #34846
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Forced sleep threshold for Chloral Hydrate #34846
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Nice. It was really useless without the forced sleep. |
Seems reasonable to me at a high threshold. But I would set refresh to true, so that the status effect does not stack to high numbers if you inject a large amount. |
Why though? It's hard to use it offensively (hypospray is pretty much the only reliable option, as foam/smoke is easy to avoid, and evertything else isn't enough), abd if you're drinking a full bottle of it... well, you know what you're doing, don't you? |
25u seems like a great amount imo. |
Keep in mind that the tranq rounds that are a research have Chloral Hydrate in them too. Not that they’re particularly common, just a consideration to keep in mind as “combat potential”. Could be strong loaded into an Enforcer. |
Thats a good point, with this PR you need to be hit with tranqs 4 times minimum to get knocked out, which each shot giving 7 chloral hydrate. I think this is still pretty balanced, but I can tweak the threshold if people think it's necessary. |
About the PR
Chloral Hydrate now has a forced sleep threshold.
Why / Balance
Chloral Hydrate has a reputation of being a knockout drug, meant to forcefully put people to sleep (as mentioned in its description). This purpose was replaced with Nocturine, a drug which is effectively antag-only. This PR brings back the knockout effect at a much higher threshold, making it useful again while limiting its effectiveness in combat. Additionally it no longer gives poison damage.
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