10-02-2020, 07:05 AM
(This post was last modified: 10-02-2020, 07:07 AM by nefarious6th. Edited 1 time in total.
Edit Reason: clarity, question?
)
Hm. I'm torn on this. I saw the PR on github and some comments from Tiggy saying that this removed beakers, and wanted to clarify 1.) if that was true (I assume it is?) and 2.) some thoughts I have on it:
I really liked having beakers when I play mediborg. Not every chemist cooperates with making meds, or sometimes the need for charcoal/epi during a round is much greater than whatever the chemists can produce on their own and between their own projects and recipes. I also used the beakers all the time in medbay to clean up ants, water, blood and vomit. The only thing more frustrating than an overwhelmed Medbay is an overwhelmed Medbay where no one can stay standing because there's too much blood/water on the floor. When I play mediborg, I'm happy to pick up some of the smaller janitorial duties like that. I also routinely use the beakers to salvage blood from the floor to then reinject into emptied blood packs to save some credits and hassle for the QM (sorry if you've ever been one of my patients).
At the same time, I see what you're trying to do with the injectors for particular events or antag types and making mediborgs better than just automending machines. I personally find enough to do in Medbay without total functionality of what a human might be able to accomplish, and have been able to run robotics surgeries myself before. I don't feel like I'm particularly missing anything from my experience, but I appreciate what this tries to add. In my view, playing a cyborg is accepting a downgrade in some capabilities and playing a supporting role.
I wish we could have both! I think for the sake of balance it really is a "one-or-the-other" decision here, and if that's the case, I think I would prefer beakers, but the idea of regenerating injectors might be something to consider in the future and couple with some other ways to rework mediborgs.
I really liked having beakers when I play mediborg. Not every chemist cooperates with making meds, or sometimes the need for charcoal/epi during a round is much greater than whatever the chemists can produce on their own and between their own projects and recipes. I also used the beakers all the time in medbay to clean up ants, water, blood and vomit. The only thing more frustrating than an overwhelmed Medbay is an overwhelmed Medbay where no one can stay standing because there's too much blood/water on the floor. When I play mediborg, I'm happy to pick up some of the smaller janitorial duties like that. I also routinely use the beakers to salvage blood from the floor to then reinject into emptied blood packs to save some credits and hassle for the QM (sorry if you've ever been one of my patients).
At the same time, I see what you're trying to do with the injectors for particular events or antag types and making mediborgs better than just automending machines. I personally find enough to do in Medbay without total functionality of what a human might be able to accomplish, and have been able to run robotics surgeries myself before. I don't feel like I'm particularly missing anything from my experience, but I appreciate what this tries to add. In my view, playing a cyborg is accepting a downgrade in some capabilities and playing a supporting role.
I wish we could have both! I think for the sake of balance it really is a "one-or-the-other" decision here, and if that's the case, I think I would prefer beakers, but the idea of regenerating injectors might be something to consider in the future and couple with some other ways to rework mediborgs.