Content Suggestion Bleach and Cyanide - No more instakill

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I hate the way cyanide and bleach work
Suggestion about the current bleach and cyanide system

What does this suggestion change/add/remove
This suggestion makes cyanide and bleach, instead of instakilling, damage you slowly and kill you over the course of a few seconds to a minute. Cyanide would be faster than bleach to preserve its value and use.
Additionally, you could save someone who used cyanide or bleach by injecting them with an antidote.


Has something similar been suggested before? If so, why is your suggestion different?
I don't believe so.

Positives of the suggestion
Realism
The current system of "drop dead with a funny noise" looks stupid to be honest. It would be far more realistic for it to do damage to you slowly with a guaranteed death.
Counterplay
Making bleach and cyanide both take longer to kill someone and have a way to prevent death from them by use of an antidote prevents the "get out of rp free card" way that they are currently used.
Risk
High value targets will no longer be able to do self-endangering things without risk because they can just press C when things don't go their way.

Possible Negatives of the suggestion:
Balancing
This could be hard to balance, and people might stop using bleach and cyanide.
Kidnapping
Kidnapping would be far easier, of course, though I personally don't see this as a downside as this goes both ways. A kidnapped CI/GOC has to wait the same amount of time to die to bleach / cyanide as a kidnapped O5.

Based on the Positives & Negatives, why should this suggestion be accepted:
In its current state, bleach and cyanide are mostly used as RP killers. What I mean by this is they are used when one does not want to partake in the particular type of roleplay that will occur if they don't take bleach or cyanide.
Sometimes, this is good, I don't deny that. No one wants to - or benefits from - 30 minutes of mindless hostage negotiation "RP".
However, the way Bleach and Cyanide are currently used is in my eyes almost FearRP-breaking. Bleach and Cyanide are eaten by high value targets at the slightest hint of a potential kidnapping.
 

Similar suggestion here just for context
 

Similar suggestion here just for context
Oh, apologies. Will update the suggestion later to account for this.
 
+ support
Makes more RP happen related to being kidnapped and cyanide itself has almost no punishment in RP which makes it really boring to engage with
 
+Support
As per my given position in the prior linked suggestion on this topic, this is a problem that needs solving and I agree with the prospect of the mechanical solution for the "Get Out Of RP Free Card" that cyanide/bleach is basically used as right now. As the discussion in that suggestion shows, the 5 minute timer as outlined in that suggestion was not the correct approach.

But more generally making cyanide/bleach not instant and potentially reversible in some manner (which would have to be VERY difficult to keep cyanide & bleach viable) I think is the correct approach. There should be a short window within which it could be prevented (which would help with the funny Alpha ungagging the hostage dumbassery that sometimes happens), but not so long to the degree where it defeats the purpose of cyanide/bleach in the first place.

This will be extremely difficult to balance. My recommendation here is start at the stricter end of things and slowly make adjustments where needed.

And when I say strict, I mean, whatever unforgiving threshold you can think of, go slightly further.
how would you cure cyanide?
This is a shot in the dark, but SCP-500 - Enable CI to steal it from F in raids (maybe something like 2 or 3 pills max per day?) and RTB with it. That way, you would have a scarce resource primarily used to prevent hostages cyaniding, which would be its inherent value - And not obtainable in such quantities that it would ruin the point of cyanide. It'd be a very precarious balancing of countermeasure to countermeasure.
 
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