# Breaking Bad
###### tags: `Deprecated`
* ### Ghettochem is way too strong girl help
* **ISSUE:** Reagents are too easy to source in bulk
* Function of lathable items being the source for all precursor chems
* Scavenging items is generally more ideal for this kind of thing
* **SUGGESTION:** Shifting the items that can be ground down for precursors away from lathable items and more towards (common?) other existing items
* +Allows for more interesting resource management, as grindables would no longer be just spammable
* +Gives specific things to look out for when scavenging
* +Gives a use to certain weird items that might not have one otherwise
* +Doesn't need recipes to be touched much
* -How many of this kind of item do we even HAVE? You'd want them to still be existing, present items, but the overlap between "items that ships have" and "items that ships can't lathe" is pretty minimal at the moment
* **SUGGESTION:** Adding a tag to lathed items that designates them as unusable for grinding
* +Means there doesn't need to be much changed about which items grind into reagents
* +Existing items around ships/purchased items/randomly scavenged items suddenly become much more valuable
* +Doesn't need recipes to be touched much
* -Impossible to properly maintain tags, like with cable coils
* **SUGGESTION:** Making most "good" chems require precursors that you need to purchase separately
* +Allows for more fine balancing of which chemicals are "ghettoable"
* +Provides interesting avenues for dedicated chemical ships that may start with these precursors
* +More reliance on outposts is good
* -Would require sweeping recipe adjustments to function nicely (which would probably happen alongside it, so not exactly a major issue)
* **ISSUE:** Ghettochem allows any ship with the know-how to sidestep essentially all parts of being a medical ship
* ### Chemistry itself is fucking dumb
* **ISSUE:** Chemistry and surgery are separated systems despite both being features of "medical" as a whole
* Actual medical practice uses both, obviously
* Leads to a weird disjoint where doing one completely sidesteps the other
* **ISSUE:** Recipes are way too simple
* Most chems require only 3 input reagents, most of which are easy to source or are just precursors
* **ISSUE:** Chemicals fix problems way too quickly, especially with healmixes
* Chemstacking is insane. Just. In general. There's no drawbacks right now.
* **ISSUE:** No variation in what chemicals fix problems
* All damage types just get Solved by one chem per
* No matter how much brute you've taken, you can just slam libital or whatever and it solves it. This goes for essentially everything
* In general, the only real reason at the moment to vary which medications you use is either for medicine stacking or for supply issues
* **ISSUE:** No variation in application
* Nearly everything we have can just be syringed or whatever
* All chems can be pretty easily stacked because of this
* **ISSUE:** Medication essentially has no drawback, even on the few chemicals that do have intentional ones
* Organ damage is a myth
* Damage conversion is a joke
* We're all pawns controlled by something greater:
* Consequences
* The DNA of good game design (i am going insane)