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o yeah just have unlimited resources to craft first aid kits and also splint now has 60% chance to fix fracture. Only 60% to fix injury which saps your HP.
We are getting too much injuries to "just use first aid kits" and to just ignore injuries as many of them sap your HP per action/movement.
I think this is what they're getting at though - after you account for rubber, rags, plastic, plates/parts, 1 or two slots of food, quickslots filled with ammo, and then 2-3 slots for health items...with the standard tourist or servo arm backpack you've basically used up most of your space, meaning you really can't loot during the mission. Of course, you want your first ship upgrades to be the hangar for exactly this reason, but really, the early game is difficult enough - punishing the player for doing well by preventing them from bringing home the variety of loot they need to literally get the game going and move out of early game is just too much.
What might be better is a difficulty option in the customizable settings right before starting a new game, something to give extra inventory rows to the backpacks. There is already a weight/dodge tradeoff, so even if you do give the player more inventory, the desire to hoard already punishes them by making them easier to hit - no need to double up on that.
They don't seem to heal the wounds though, just temporarily stop you from experiencing the negative effects. Since the latest update, I I've churned through multiple stacks of rags, rubber, and plastic on mild injuries and not once have they healed.
It was also confusing as to which ones can be used for which type of wound, and often times, I simply didn't have access to the medicine that I need(usually irradiation), or had too many on my backpack since I didn't know which ones I would eventually need.
I like the idea, but it simply feels too punishing for early game, especially for new players like me. Perhaps It might be better if these advanced types of wounds and medicines appear later in the game.
I feel the game has slowed down critically. The basic chance of 5% to heal wounds, makes you spend up to 40 moves to treat wounds with rags and plastic after a bad room. And the first aid kit has turned into a mere healing 60 xp, it almost does not heal wounds. Drive is gone.
We need to at least leave a base chance of 20%, and increase the corresponding chances of medicine.
A bunch of different new armor sets reduces the chance of getting the desired chips for weapons. Because of this grind starts to get tiresome. I would recommend introducing clothing and armor corporations sets (as a reward and loot). Also, chips on the armor to give all the elements of the set, rather than each separately. Chips drop a maximum of 1 per mission.