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Remove/nerf/change menders + hypospray suggestion
#13
(01-28-2023, 02:00 AM)Lord_earthfire Wrote:
(01-27-2023, 06:00 PM)babayetu83 Wrote: i also think that it goes unused due to how most docs (on rp at least) make a big stock of perf and pent at the beginning of a round, so most doctors are capable of making what they need on their own very quickly which i think is a good thing since you dont want to come in and be told "oh well actually none of the botanists have sent us anything so we cant really deal with more severe injuries and the like sorry frown"

I actually am for this reason an fan of the removal of pharmacy. Medbay got science, botany, QM, heck even the bartender to make them chems. I would like to come in and get told "sorry, help yourself, we are out of chems"

Same Pharmacy is suppose to be just this: "The place where medicine is stored"
Other wise it's just another chem-sci spot...

I seen several times (not common), to see borgs and doctors just do chemsci and not treating patients.
I even seen a "pharmacist" ignore a dieing patient I carried in, no other doctor was at hand and I had to do it myself as the detective to make sure they didn't die.
Then again that pharmacist may been afk.

Eitherway... I see no point for doctors to dive into chem-sci. Just remove it. Have it be the place where you can get menders/beakers of chemicals and such.
And just have it be the place pharmacists will give medicine or something.

Also it gives Chem-sci something to do with the chemical orders and makes Science and Medbay communicate again.
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RE: Remove/nerf/change menders + hypospray suggestion - by Kotlol - 01-28-2023, 04:41 AM

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