Goonstation Forums
Port-a-med minor (but actually major) fix - 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)
+---- Forum: Good ideas! (https://forum.ss13.co/forumdisplay.php?fid=19)
+---- Thread: Port-a-med minor (but actually major) fix (/showthread.php?tid=3154)

Pages: 1 2


Port-a-med minor (but actually major) fix - Sundance - 09-16-2014

Something that was brought up in Haine's feedback thread about the actual use of the port-a-med is that it doesn't actually really help with much as
A) The patient is more than likely dead by the time you get back to medical to treat him
or
B) The patients didn't require an evac, and thus is pretty mad that he's a significant distant away from where he was, when he could've been just treated there.

What would make a port-a-med SOOOOO much more useful is that it will work like a shitty medbot when the patient is inside, stabilizing the patient with various medicines. When I say shitty, I mean it does not inject as fast as a medbot, instead 5u over some longer intervals. This minor change improves the port-a-med in two major ways
A) It can be used as a portable medbot, in which you can treat two people away from med-bay simultaneously, one being stabalized inside the port-a-med while you treat the other.
B) It fixes the first issue raised that if a player is in serious condition and needs better meds than you have at that time/ or surgery you can use it to evac the injured party without worrying about him being a corpse by the time you get back.


Re: Port-a-med minor (but actually major) fix - Noah Buttes - 09-16-2014

Make it work like an actual sleeper with a console so you can inject rejuvinating agents into people using the remote.


Re: Port-a-med minor (but actually major) fix - Lavastage - 09-16-2014

Noah Buttes Wrote:Make it work like an actual sleeper with a console so you can inject rejuvinating agents into people using the remote.
Change the remote function so that it would just follow you instead of teleport (we got the porta-sci now anyways) and this would be perfect.

Though, make it have a battery life or something so it would have to go back to medbay to recharge. in fact, just have it be a function on the remote to send the dork back to medbay via hovering instead of teleportation (using mulebot code.) Cue antagonists intercepting the porta med for shenanigans.


Re: Port-a-med minor (but actually major) fix - Spy_Guy - 09-16-2014

This is only a problem if you can't be arsed to coordinate with the rest of medbay staff.

":h We've got one critical comin' through the port-a-med, could ya get the feller?"

Problem fixed. If there's no other staff in medbay then you can inject some of the stuff you brought with you for emergencies like this. Because you DID prepare for this, right?


Re: Port-a-med minor (but actually major) fix - Sundance - 09-17-2014

Noah Buttes Wrote:Make it work like an actual sleeper with a console so you can inject rejuvinating agents into people using the remote.

That could work too.

Spy_Guy Wrote:This is only a problem if you can't be arsed to coordinate with the rest of medbay staff.

":h We've got one critical comin' through the port-a-med, could ya get the feller?"

Problem fixed. If there's no other staff in medbay then you can inject some of the stuff you brought with you for emergencies like this. Because you DID prepare for this, right?

Medbay staff don't work as you're assuming they do.


Re: Port-a-med minor (but actually major) fix - Splatpope - 09-17-2014

Sundance Wrote:Medbay staff don't work as you're assuming they do.

This is how it should work, the game isn't to blame here


Re: Port-a-med minor (but actually major) fix - Paineframe - 09-17-2014

There's very few things Medbay can do that a solo doctor out in the field can't, and all of those things are either so super urgent that the patient will likely die in the time it takes to Port-a-Med them or so inconsequential that they can easily be kept stable long enough to drag them back to Medbay. If you could send yourself back along with the patient, it would be useful, but there's really never any good reason for a properly prepared medic to go to the trouble to hand off a patient to someone else.


Re: Port-a-med minor (but actually major) fix - atomic1fire - 09-17-2014

Also there's literally no way of knowing whether or not a medic or one of the other competent medical staff is gonna be at medbay to take the guy out of the porta-med.

As for cool ideas I think would prove popular. I think we should be able to preload a beaker of drugs into the porta medbay with the same requirements as the hypnospray. Stuff it full of epinephrine, grab a dude, throw him in, then he should be stablized from crit or at least alive a little longer. Then it's basically like an little medbay ambulance. On that note if we could stuff other things in the porta medbay like a defibrillator, that might be cool too.


Re: Port-a-med minor (but actually major) fix - Frank_Stein - 09-17-2014

Why not just treat the Port-a-Medbay like a portable Nano Med Plus or Medicine Closet rather than a form of transportation? Pop it in to bring medical supplies to you so you can treat several people at the scene of some horrible bombing.


Re: Port-a-med minor (but actually major) fix - DyssalC - 09-18-2014

Frank_Stein Wrote:Why not just treat the Port-a-Medbay like a portable Nano Med Plus or Medicine Closet rather than a form of transportation? Pop it in to bring medical supplies to you so you can treat several people at the scene of some horrible bombing.
That's a really good idea.


Re: Port-a-med minor (but actually major) fix - Weavel - 09-18-2014

Frank_Stein Wrote:Why not just treat the Port-a-Medbay like a portable Nano Med Plus or Medicine Closet rather than a form of transportation? Pop it in to bring medical supplies to you so you can treat several people at the scene of some horrible bombing.

This sounds fucking great


Re: Port-a-med minor (but actually major) fix - Cogwerks - 09-18-2014

I like that answer a lot.


Re: Port-a-med minor (but actually major) fix - Haine - 09-19-2014

Yeah, that sounds like a hella cool idea. That'd likely get more use than the port-a-med as it is now.


Re: Port-a-med minor (but actually major) fix - Sundance - 09-19-2014

I too like frank_steins idea. (That is what we're all agreeing with right?)
How would it work though? A medicine cabinet is essentially a container, so someone could still climb into a container and use it as it's original function.
A Nanamed would be good, but would it have less stuff in it?
Or perhaps start of empty and can be filled to a certain amount? That would be very useful, don't make it ID locked so you can port it to the scene of badness so people can help themselves to medication.


Re: Port-a-med minor (but actually major) fix - Frank_Stein - 09-19-2014

Probably give it some internal tanks that can be filled up with beakers of healing chems, that can be dispensed into beakers, pills, or patches. Have some slots to load up health analyzers, defibs, staplers, or whatever couple of medical items you may need.