09-19-2016, 04:40 PM
Bringing a view from Destiny into this, as a primarily medical player (when I'm not AI). TL;DR is at the bottom. I go away from the main point several times.
Destiny's medbay is fantastic. I would personally remove the Nano-Med in medical storage, and shift things around a bit such that the OR adjoined one of the treatment rooms, which would encourage people to use the treatment rooms more as currently I only really see them as a place to keep braindeads or crazies.
Medbay is fairly secure, and generally the only "problem" crew we get are security or the HoP/captain coming in and self-treating or turning medbay into a place of conflict. I'm generally okay with the level of access, because it's useful quite often to get unruly patients out, but wish they wouldn't abuse it so much. I do think that medbay could benefit from a second entrance area that's away from the sleepers/cryotubes/pharmacy, because currently it just takes one explosion/hull-breach to make medbay pretty uninhabitable for most of the round, and this can be done from somewhere that everyone has access to. In general, I don't like the ability to bring a department down without even being inside it.
In terms of supplies, it's overstocked at round start due to the Port-a-Med having enough supplies to last most of the way into the round and being easily accessible. I'm fine with the scattered medkits outside of medbay, as they only contain a few basics that, really, give first aid at best. They give first responders the ability to feel useful, and give antags a chance to patch up outside of an area with reagent dispensers.
Speaking of, the pharmacy is massively underused. When the doctors get bored they inevitably end up cranking out some custom pills (normally cryostylane-based), but I rarely see folks stocking up on basic meds with it as there's just so many of them already available. As MD I try to pre-emptively boost basic med supplies and keep that stock up, but doctors rarely do it on their own.
The medbay/hydroponics relationship on Destiny is pretty good because of their proximity. Not sure what else needs to be said here.
Medbay/research is mostly a one-way relationship. I almost never see anything from research coming our way, but occasionally we'll get an artbeaker or a scientist will ship over more salbutamol than I know what to do with, which is fantastic as we're often too busy to mass-produce it, but the only thing we get from research most rounds is victims of explosions. I think this is probably okay.
Medbay/engineering has a strange relationship. Most of the time medbay's only real link is with dealing with the burn victims from a rampaging engine fire, but any power outages or hull breaches in medbay can be absolutely crippling unless the engineering department assist in fixing them. I think overall this is pretty okay; both don't see each other often, but when they do it's generally hugely important.
Medbay/mining is a strange one. Robotics need materials to do much more than a couple cyborgs, but generally that's all that's needed. If mining isn't operational, robotics has to go scrounge resources from the plethora of fabricators.
Speaking of, I don't think there'd be an issue with dropping the resources in general fabricators from 50 to 20. This would make mining more useful to the ship rather than just for credits, as the fabricators would need resupplying earlier.
I do think that medbay, and therefore research, should be able to produce things that can be sold via the QM, as currently the two are so disparate. It doesn't even need to be much, maybe something like being able to buy syringe boxes and sell syringes full of <insert medi-chem here> for a small-moderate profit. Essentially, give doctors a way to be useful when there aren't patients coming in. Optionally, have the sale price of those syringes fluctuate like minerals and so on do, so the QM can monitor and work out when is best to sell.
TL;DR: Destiny's medbay is pretty good and has solid relationships with most departments except for mining/QM. Lower the amount of medicine initially available in the Nano-Meds/Port-a-Med to encourage emergency use only, and give the pharmacy something they can make that can be sold at the QM. Somehow add a second (non-maintenance) entrance to medbay that would mean a single bomb can't bring medbay to its knees for the rest of the round from a public area.
Destiny's medbay is fantastic. I would personally remove the Nano-Med in medical storage, and shift things around a bit such that the OR adjoined one of the treatment rooms, which would encourage people to use the treatment rooms more as currently I only really see them as a place to keep braindeads or crazies.
Medbay is fairly secure, and generally the only "problem" crew we get are security or the HoP/captain coming in and self-treating or turning medbay into a place of conflict. I'm generally okay with the level of access, because it's useful quite often to get unruly patients out, but wish they wouldn't abuse it so much. I do think that medbay could benefit from a second entrance area that's away from the sleepers/cryotubes/pharmacy, because currently it just takes one explosion/hull-breach to make medbay pretty uninhabitable for most of the round, and this can be done from somewhere that everyone has access to. In general, I don't like the ability to bring a department down without even being inside it.
In terms of supplies, it's overstocked at round start due to the Port-a-Med having enough supplies to last most of the way into the round and being easily accessible. I'm fine with the scattered medkits outside of medbay, as they only contain a few basics that, really, give first aid at best. They give first responders the ability to feel useful, and give antags a chance to patch up outside of an area with reagent dispensers.
Speaking of, the pharmacy is massively underused. When the doctors get bored they inevitably end up cranking out some custom pills (normally cryostylane-based), but I rarely see folks stocking up on basic meds with it as there's just so many of them already available. As MD I try to pre-emptively boost basic med supplies and keep that stock up, but doctors rarely do it on their own.
The medbay/hydroponics relationship on Destiny is pretty good because of their proximity. Not sure what else needs to be said here.
Medbay/research is mostly a one-way relationship. I almost never see anything from research coming our way, but occasionally we'll get an artbeaker or a scientist will ship over more salbutamol than I know what to do with, which is fantastic as we're often too busy to mass-produce it, but the only thing we get from research most rounds is victims of explosions. I think this is probably okay.
Medbay/engineering has a strange relationship. Most of the time medbay's only real link is with dealing with the burn victims from a rampaging engine fire, but any power outages or hull breaches in medbay can be absolutely crippling unless the engineering department assist in fixing them. I think overall this is pretty okay; both don't see each other often, but when they do it's generally hugely important.
Medbay/mining is a strange one. Robotics need materials to do much more than a couple cyborgs, but generally that's all that's needed. If mining isn't operational, robotics has to go scrounge resources from the plethora of fabricators.
Speaking of, I don't think there'd be an issue with dropping the resources in general fabricators from 50 to 20. This would make mining more useful to the ship rather than just for credits, as the fabricators would need resupplying earlier.
I do think that medbay, and therefore research, should be able to produce things that can be sold via the QM, as currently the two are so disparate. It doesn't even need to be much, maybe something like being able to buy syringe boxes and sell syringes full of <insert medi-chem here> for a small-moderate profit. Essentially, give doctors a way to be useful when there aren't patients coming in. Optionally, have the sale price of those syringes fluctuate like minerals and so on do, so the QM can monitor and work out when is best to sell.
TL;DR: Destiny's medbay is pretty good and has solid relationships with most departments except for mining/QM. Lower the amount of medicine initially available in the Nano-Meds/Port-a-Med to encourage emergency use only, and give the pharmacy something they can make that can be sold at the QM. Somehow add a second (non-maintenance) entrance to medbay that would mean a single bomb can't bring medbay to its knees for the rest of the round from a public area.