Content Suggestion Chemical residue in blood samples

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GameRush_cz

Well-known Member
Dec 25, 2024
12
6
41
What does this suggestion change/add/remove:

When you take a blood sample from a fellow human and take it to a microscope, if the person has recently taken a chemical, another part will show up below the blood (like having multiple chemicals inside 1 container).

////////////////////////////////////
// Human blood - x ml //
///////////////////////////////////
///////////////////////////////////
// Chemical residue //
// chem 1 //
// chem 2 //
//////////////////////////////////
This part will be labeled Chemical residue and will include all of the chemicals the person has ingested or has been injected with.
These listed chemicals would be INOBTAINABLE from the blood, so no sampling someone who drank, lets say potent duloxetine, to get more.
Alongside this, there would be an amount listed. There would be no specific number; instead, a general approximation signalled by a word would be shown.
These could be something like:

  • Very high - 1L+
  • High - 1L - 500ml
  • Moderate - 500ml - 250ml
  • Low - 250ml - 100 ml
  • Very low - <100ml
(these numbers don't have to be final, it's just something that can be used to show it off)

So if someone drank 1,5L of potent duloxetine, 400ml of tylenol, and got a 50ml dose of chlorphenamine, it would show:
Potent duloxetine - very high
Tylenol - moderate
Chlorphenamine - very low

All of the chemicals would also have "decay" timers. If you drink a chemical, a timer would start, and once it's done, the chemical will go down one step. (very high > high, low > very low etc.)
This is mainly to simulate the person's body dealing with the chemical and to reduce the amount of data needed to be stored for each person, because if you drank 100mls of potent an hour ago, it's not really that important.
Chemicals such as potent would have short timers, while more RP substantial chemicals like amnestics would have long timers or not have one at all for high grade amnestics such as Class-D and above (this could also be changed, but I think Class-D+ is used rarely so it shouldnt be much of an issue, we can also do this as the chems will reset on death).

If we continue the example from above, and give potent a timer of X, tylenol 2X, and chlorphenamine X/2, and assume the person did not drink any chemicals, if we did a test after X, it would show:
Potent duloxetine - high
Tylenol - moderate
(Chlorphenamine wouldnt even show up)

But of all the chemicals, I believe 2 should be separate and have a special interaction with the system.
Amnestics and SCP samples.
For both of these, a special interaction should be made. To tell what amnestic or SCP sample is in the person's blood, you would need to mix the blood with another chemical. This chemical can either be an already existing one or a newly made one entirely.

Once the chemical is mixed with the blood, it CANNOT BE USED AGAIN, including if there were no SCP samples/Amnestics found. This is to encourage doing some actual roleplay instead of Poof, chemical go brrrrr. Of course, it should still be a possibility, but now it's at a cost, and with the chance of a waste if you just do it without any prior roleplay.

For amnestics, the chemical should be expensive to make (not like Class-X level expensive, but somewhere around the NHU or so range, but that could be changed to a more expensive chem or making the recipe more expensive if it is a new chem). If this chemical is not used, the amnestic would not show up at all.
This is to encourage doing roleplay to try and figure out if the person has been amnesticated. You can ask questions, like what the person has been doing, what they remember, etc., to figure out if they have been amnesticated or not. This would also bring a new life to cover stories, so if you amnesticate someone, you can actually make a believable story that the person can use, and now it won't be nullified by /me checks for amnestics. Unless, of course, a certain chemical is used, but at a cost of around the same effort as NHU needs, that won't always be worth it.

For SCP samples, the chemical should be somewhat cheap, the only requirement that I can think of being it can't be made from only surface chems. This is only to prevent infobreaches from surface medics checking someone's blood and finding SCP-457 carbon or something. If this chemical isn't used, SCP samples would show up as Unknown chemical.
But yeah, this is just mainly so surface jobs cant know about SCP samples, a decent amount of which are just SCP-number sample. Just a small stopping barrier that should not be an obstacle for Foundation, CI, and GOC.

Lastly, the chemical residue should reset on death.
While there are certain positives and negatives in having it stay, I think that dying should reset it.

If a chemical is used in some long-term roleplay, like sleeper agents and such, it can still be roleplayed out like we need to do currently, via /it you find whatever.
And I think that is better than having to defuse a situation where someone found Class-F in your blood because you got kidnapped by CI and helped with a raid 90 minutes ago, died 7 times in between, and now you pretty much forgot what you even did in that raid.
Has something similar been suggested before? If so, why is your suggestion different?:
Not that I am aware of.

Possible Positives of the suggestion (At least 2):
Better medical roleplay
Now there is an actual point to blood tests, excluding checking people for 0-. Now there is actually something to find. This can also be expanded onto other RP scenarios, such as getting rid of addiction for certain chems, decently improving evaluations, especially after the person went missing and does not remember anything, OR they have a cover story. Now you will need to use your brain to figure out if its certain they have been amnesticated, if it's worth using the expensive chemical, or if the story they are saying is true.
It could also improve the relations with injuries, as if you see someone with low amounts of 457 in their blood, you can give them first aid for burns and whatnot.

Improved ISD convictions (could also apply to regiments)
Now, chemical theft, in the sense of someone drinking your chemical, can be solved in character by ISD. Just rally up the people on the job (or a specific person if the identity is known) and check their blood. And if it comes out positive, they can either pay for it and/or go to jail.
It can also improve investigations, mainly the small ones. If the culprit was on like ventanyl, you can check people for ventanyl and narrow down the number of potential suspects/find the suspect outright.

This can also improve the interactions with the semi-mingy techies and such, since if a techie was reported on 106 and you rally up all the techies after, with the current system, you need the other person to tell you. Yea, that guy is not telling you, so you are essentially powerless.
It could also allow for regiments to punish certain people if needed, the same way ISD does it.
Removes the semi-powergaming around amnestics and makes cover stories that much important
That thing has been somewhat bs this whole time. If you see anyone leave a GOIs base outside of the people that own the base, you can be sure that they have been amnesticated, and even if the person that made the cover story is a 5 times New York best-selling author, all you need to do is get a syringe, take a sample, go to a microscope and all of that story wrighting is now down the drain because you can smell the amnestics. All at the cost of 10 pounds (or however much the syringe costs). That is a really imbalanced interaction.
Now that there is an actual cost, it opens this place for thinking and debating if it's even worth it to waste money on the guy. As I mentioned above in medical RP, you need to ask yourself: Is the story real?, Am I sure he has been amnesticated?, I am unsure, should I use this chemical to check, or should I ask another person for their opinion?, His story checks out, do I believe that he has not been amnesticated?, which is good from the current Sample, check, ???, profit.

Allows for roleplay with blood samples without relying on the patient
Right now, with the current use of /it for finding chemicals, there is 1 big issue. It's entirely dependent on the patient telling you the truth.
There are many reasons why the patient would lie, it can be something innocent like forgetting about it, which is especially true if it happened a while back with some hectic stuff in between, or the person just would not want you to find out.
The worst part is that there is nothing you can do against that. Unless you have a witness who has seen his keycard or cuffed him in the act, you would need to metagame the name above his head, and having to solve someone not RPing with a rule-break is not a good way to handle stuff.

Possible Negatives of the suggestion:
Dev time

Yeah, there is no other mechanic like this, so it would have to be made pretty much from the ground up. The only thing close that I can think of is 0- blood, but that is steam-ID based, so once you get it, you have it.
Possibly lag
You need to store the data somewhere, including the timers. That might cause lag, but don't quote me on that, the only knowledge I have about the source engine code is from shounic's TF2 videos.
Could be underutilized for the costs of the previous 2 downsides
The downside of new things being added is that people need to get used to them. Even then, it might not be used all the time, which, for the 2 downsides above, might be a big ask. However, if the lag is not an issue, I feel like the use of this would be worth the dev time. Also, there is the possibility that the blood samples are underused currently because the lack of an actual system makes it suck, and with the addition of a system, it could be used once again.

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, I feel like this suggestion would help to improve Medical roleplay from any faction (including civies), ranging from evaluations, blood samples, even could help with the rangers and their drug policy (that Ive never seen enforced), would help ISD to do their job (same could apply to punishments in regiments like CI or GOC), it would remove the whole drama around detecting amnestics by adding an actual cost to it, be it from having to do roleplay or costing a decent amount of money, it would also allow for cover stories to have higher credibility due to the new cost, meaning making one could be worth it, and maybe most importnatly, it would get rid of the whole /it charade where you need to ask the patient, and then you need to hope the guy tells the truth, which is more unlikely if they know that the truth would get them in trouble. For long-term chemical uses, such as the previously mentioned sleeper agents, /it can still be used.
The chemicals also reset on death and decay over time, which are the only ways to get rid of them. This is mainly due to death being a soft RP reset for that person, and it's better to have false negatives, which can be solved via /it, than false positives, which need to be defused thru /looc, and means that as certain chems become less important in the view of the sample, they don't show up.
As for the negatives, the major one being the possibility of lag, I can see that if that's the case, this suggestion will be denied. The UK server already runs like shit, and you can be lucky if it doesn't kick you for no reason or doesn't crash, so even a bit more lag is probably going to make the server implode. But if lag is not an issue, I can see this being worth the dev time. (again, I can't really estimate how long it would take since I'm not a source dev)
 

DuncanMcOkiner

Civil Gamers Expert
Jul 14, 2024
13
9
61
+Support, if this is even possible

The only part I don't like very much is:
But of all the chemicals, I believe 2 should be separate and have a special interaction with the system.
Amnestics and SCP samples.
Seems overly complicated for a chem system that most folks can't even be bothered to deal with in the first place. Would be neat tho
 

GameRush_cz

Well-known Member
Dec 25, 2024
12
6
41
Seems overly complicated for a chem system that most folks can't even be bothered to deal with in the first place. Would be neat tho
Yea for these 2, there is like one main issue for both.
SCP samples are something civies shouldnt know nothing about, so having a surface medic see Immortal flesh, Decaying matter and SCP-008 sample in someones blood would be...weird. It could also lead to a major infobreach, since it would take like a day at best to see "Yo guys what is SCP-457 carbon" in O-comms.
As for amnestics, this:
Removes the semi-powergaming around amnestics and makes cover stories that much important
That thing has been somewhat bs this whole time. If you see anyone leave a GOIs base outside of the people that own the base, you can be sure that they have been amnesticated, and even if the person that made the cover story is a 5 times New York best-selling author, all you need to do is get a syringe, take a sample, go to a microscope and all of that story wrighting is now down the drain because you can smell the amnestics. All at the cost of 10 pounds (or however much the syringe costs). That is a really imbalanced interaction.
Now that there is an actual cost, it opens this place for thinking and debating if it's even worth it to waste money on the guy. As I mentioned above in medical RP, you need to ask yourself: Is the story real?, Am I sure he has been amnesticated?, I am unsure, should I use this chemical to check, or should I ask another person for their opinion?, His story checks out, do I believe that he has not been amnesticated?, which is good from the current Sample, check, ???, profit.
But that is all for the special interactions, since the others either dont or even cant cause any of these issues.
Also I would not say most, chemicals became so rooted in the server that almost everyone uses or at least knows about the standard combat and RP chems. Its not ideal, but its just something that is a thing.
 
+Major Support
Would give microscopes some good RP use.
When you take a blood sample from a fellow human and take it to a microscope, if the person has recently taken a chemical, another part will show up below the blood (like having multiple chemicals inside 1 container).
Why not just... All the chems that person has drunk/been injected with in that life? I don't think a life lasts long enough for there to be any kind of long-term RP implications (I don't think anyone is gonna stay on one role between any two server resets) and I imagine just having this reset on death or basically reset because disconnect and later reconnect (clearing, initialisation) would be simpler to implement.

Plus, it would fit within the bounds of RP, while also enabling more RP than if it just had some kind of arbitrary time for it.

I think it should be for the whole life.
 
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