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[DISCUSSION] Medical Pharmacy vs. Chemistry - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: [DISCUSSION] Medical Pharmacy vs. Chemistry (/showthread.php?tid=24990) |
RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Agent reburG - 02-18-2026 (Yesterday, 12:40 AM)Lord_earthfire Wrote: I personally want to reqork chemistry and pharmacy. In short, for the sake of more forced cooperation, we need a complete new rule set that regulates what it means to do your job and have it constantly enforced by admin staff? RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Lord_earthfire - 02-18-2026 (Yesterday, 01:00 AM)Agent reburG Wrote: In short, for the sake of more forced cooperation, we need a complete new rule set that regulates what it means to do your job and have it constantly enforced by admin staff? No, we have that rule already on RP. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Agent reburG - 02-18-2026 (Yesterday, 01:02 AM)Lord_earthfire Wrote:(Yesterday, 01:00 AM)Agent reburG Wrote: In short, for the sake of more forced cooperation, we need a complete new rule set that regulates what it means to do your job and have it constantly enforced by admin staff? Quote it then please, because I never have seen it on paper or action. Because this isn't working -Play your character as though they wish to keep their job at Nanotrasen. This includes listening to security and the chain of command and, if you are a member of command, taking your job as a leader seriously in-character. -After you’ve selected a job, be sure to stay in your lane. While you are capable of doing anything within the game mechanics, allow those who have selected the relevant job to attempt the task first. As an example, breaking into medical and treating yourself when there are medical staff present is not okay. Choosing captain just to go and work the genetics machine all round is not acceptable. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Lord_earthfire - 02-18-2026 (Yesterday, 01:06 AM)Agent reburG Wrote: Quote it then please, because I never have seen it on paper or action. "Play your character as though they wish to keep their job at Nanotrasen." Its part of rp rule 1. And on the discord i saw it said multiple times like that. On classic, you are in your own, as you always are (e.g. with setting up the engine) If it isn't working, ahelp. And for engineering, security and medbsy, it IS working. If we design chemistry right, it can for that department as well. Heck, even for genetics it's working. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Agent reburG - 02-18-2026 (Yesterday, 01:10 AM)Lord_earthfire Wrote:(Yesterday, 01:06 AM)Agent reburG Wrote: Quote it then please, because I never have seen it on paper or action. But this isn't particularly well enforced, I bummed into too many RDs not responding, too many HoPs vanishing and this only the head staff. I could even say that at times I didn't just timidly played my job and only my job, and I think this applies to almost everyone at times. I think what you intend could maybe work, or at least bring definitely improvement, but even as someone that regularly improves and adds some things as you, don't you think this is too ambiguous just for a mild interaction between people? What about the other issues, won't Doctors just have then genuinely less to do? I mean, could promise that it's will be done in foreseeable time and still be worth it? RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Lord_earthfire - 02-18-2026 (Yesterday, 01:42 AM)Agent reburG Wrote: But this isn't particularly well enforced, I bummed into too many RDs not responding, too many HoPs vanishing and this only the head staff. I mean, that is a different discussion, but i agree with you that it's not particularry well enforced, especially for science. What held me back mostly is the pushback i get from comments and discord on other topics, especially for medbay. You remember the fuss we had about the dialysis machine buff/purgative berf i PR'ed like a year ago? The machine was an idea to give medbay something more involved to do. What held it back was the power of calomel and pentetic acid. That's a problem with medbay in It's entirety. They have not enough to do because they heal people too fast with their baseline tools. Giving them sidejobs, like pharmacy, creates the "scientist"-problem: too many things able to do that noone can tell what their actual job is. And noone can hold them accountable if they don't do one thing, such as chemistry. Yes it gives them less to do. That's not a bad thing. We just need to keep working on what their goal should be. And doing chems isn't that goal. And lastly, "mild interaction" is not the reason. The reason is "giving chemistry a goal". A goal they should achieve each and every round. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - ANNmagedon - 02-18-2026 Another issue with the pr is how it was clearly rushed out the door. Medbay is built on the mapping level with chemistry as reception They didnt add icon_state, colored backpack to pharmacist, also, no traitor items! Lowkey almost feels like it was done to avoid feedback RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Agent reburG - 02-18-2026 (Yesterday, 02:46 AM)Lord_earthfire Wrote: I mean, that is a different discussion, but i agree with you that it's not particularry well enforced, especially for science. Okay, enough yapping and wailing on my behalf, how about this as a quick fix. Give Medbay a console, to request chems not every chemical in existence, but a set list of advanced medical chems like Synth flesh, Omni but also Yobizine and Lexorin etc. When requested X, science gets a chemical requisition order from CC of Y different chems and Z amount of said chems, all chems being semi difficult to synthesize maybe varying pending on what was requested. Important being, SCI doesn't have to synthesize X itself, but a randomly assorted order. Once they sent it, successfully, CC returns two locked crates, one with the requested chem for Medbay, and a reward for SCI (Rare chems, glassware like the handheld dispenser etc, varying again pending what was requested). Now, said console definitely needs a cooldown, but also puts SCI in position only they can accomplish. Now, with the gambling gamer gear, SCI might actually begs Medbay now for requests. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - GARGATHUGANOKSREVENG - 02-18-2026 (Yesterday, 12:40 AM)Lord_earthfire Wrote: So, how to break this up? I want to rework chemistry for quite some time. I think it's time to write up a design document. mfw chemistry isn't scientific anymore RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Lord_earthfire - 02-18-2026 Oh, i really like that idea wuth the chem request console. Requisitions are always fun to fulfill and this adds on top of it. (Yesterday, 03:22 AM)GARGATHUGANOKSREVENG Wrote: mfw chemistry isn't scientific anymore Nono, you goz it wrong. Chemistry will still stay in the science department. But, because it's actually important science, it gets it's own job. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Torchwick - 02-18-2026 Honestly even if it were made so fulfilled chemistry requisitions provided artifacts or science supplies would be cool. Give a little, get a little. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - GARGATHUGANOKSREVENG - 02-18-2026 (Yesterday, 03:25 AM)Lord_earthfire Wrote: Oh, i really like that idea wuth the chem request console. Requisitions are always fun to fulfill and this adds on top of it.you blatantly said to split chemistry off science besides my semantics that idea would just make the game truly bad and if nobody signed up as chemist you'd be unable to make any chemicals at all and medical would be locked to 200 units (about the capacity of 1 automender) of 5 very basic chems RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Agent reburG - 02-18-2026 (Yesterday, 03:25 AM)Lord_earthfire Wrote: Oh, i really like that idea wuth the chem request console. Requisitions are always fun to fulfill and this adds on top of it. Plus Cargo gets to push a few more crates and I wouldn't mind losing access to a chempenser, if I get the chance to have rare chems at hand. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Zombie - 02-18-2026 Hard against this: While doctors immediately making pent, perf, whatever always comes off as odd this requires that the pharmacist doesn't just make meth, is actually filled out, it removes an important tool (making if not instant death chems, then at least some neurotoxin or whatever) for antag doctors. RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - Agent reburG - 02-18-2026 (Yesterday, 04:12 AM)Zombie Wrote: Hard against this: While doctors immediately making pent, perf, whatever always comes off as odd this requires that the pharmacist doesn't just make meth, is actually filled out, it removes an important tool (making if not instant death chems, then at least some neurotoxin or whatever) for antag doctors. Fair, thought about that too, I think I would just bother MD or HoP for permanent access or politely ask the AI under some pretense. I don't really think this would fail, plus MedVendors can be hacked for a few poisons. |