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Probably for oldcrit races are straight-forward to treat. Not saying, that treating newcrit is hard, but doing so requires the reagents and the handheld defib, if it’s bad, anyway. Medbay being capable of doing the tricks isn’t that sure, and if you’re alone you’ve got to got the chems. So it’s a buff, that way, in certain situations - like when medbay hasn’t much time.
Yet prolonged death is certainly a buff (more a buff than the previous, if you ask me, referring to Coul’s maths) for newcrit when you are fighting something, as it’s been said. Like, took five revolver shots and still was able to tase and cuff the syndie as a partner shook me up before he got hit. Then epi and I lived enough to walk to the hallway from the maint to be dragged to medbay from there. And so on with that kind of examples.
I like it from the doctor’s perspective, over the old system. The other side would need tinkering, but exactly how to do it? There’s such many things to consider so it does not seem easy. Initially, this setup was considered very deadly as of defibs didn’t revive. Even then the ability to stand after excessive damage was there, though. TDS’s PR to alter the rolling for crit effects seem interesting. Threshold for the initial brute damage whether it kicks the crit effects in, and threshold of health to enter with certainty to crit effects - it could solve the issue of not getting down and dying after extreme violence.
But the math just doesn't work, being 3x weaker than every newcrit race is not a buff especially when the downside to being in crit for newcrit races is usually just oxyloss braindamage and a few periodic stuns. I can understand why you don't want new crit for some races but now that its here the races that haven't been moved over are at a huge disadvantage.
Slime people are genuinely fine how they are. I see no reason to change them. Sure, IB makes no sense logically. But that's no reason to entirely rework their blood nor other things about them to essentially needlessly nerf them.