Removes survivor research points; Makes nervestimulating harder to get. #11455
+17
−39
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About the pull request
Research has been getting ahold of nerve-stimulating very quickly and easily. Because nervestimulating is the strongest property this can result in round-determining stims being sent very early.
I removed NST combining into encephalophrasive and conflicting with focusing. These are mostly feels-bad gotchas more than anything. I don't think it takes any skill expression to memorize these existing.
I reduced NST to level 2 on pheromone plasma. Leaving NST on phero plasma could be a wrong choice but the cost to research of going to 5-X (30ish points) is enough to delay a stim by about half an hour. They still need to procure a vial of pheromone plasma to even access this route, which is hardly guaranteed.
Explain why it's good for the game
The prevalence of nervestimulating has become burdensome for Xenos; it's very hard to fight against and researchers have been getting it very consistently. It should not be consistently obtainable given how powerful it is.
Survivors giving researchers enough points to create a stim instantly is obviously unbalanced and defeats the purpose of the mechanics researchers have to generate points themselves.
Testing Photographs and Procedure
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Changelog
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balance: Nervestimulating (anti-stun) is disabled in natural generation.
balance: It can still be obtained from pheromone plasma on 5X clearance.
balance: Scientist and corporate survivors no longer grant research points by swiping their IDs.
/:cl: