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Remove/nerf/change menders + hypospray suggestion
#17
I'll just reitterate one thing...

"If medbay suffers, the round suffers"

Heck in the old days you needed a QM each round or else the Payroll budget would go empty as the cargo budget was the only one you could get more money in.
So when NO ONE can operate QM in those days... people wouldn't get paid. Now it's done by an auto budget and Cargo can be missing a whole round and everyone would be paid.

With medbay in the other hand. Anything that nerf's them or handicaps them (like the annoying random cloning mishap, I am sorry but don't have it be on 1st cloning. More times then often it just ruins my motivation to play as my charater is horribly mutated and cannot do their species gimmicks anymore.)
The more time they will do to fix things, but also it will discourage a lot.

Changing medbay is fine, but slowing down and nerfing medbay? Guess what happens:
- Newbie doctors will be confused and people die.
- More people waiting in line , while waiting, they can't do their job or play.
- Doctors getting stressed to do their job and opt out of being a doctor for future rounds.
- More people dieing/being cloned/being in line = emptier station = less interaction
- Buffs antagonists, as people will now take longer to go back after them if they escaped injured, may result in people rather dieing.

As for Relentless suggestion on buffing hyposprays? YES! That is perfectly servicable as it buffs both antags and doctors.
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RE: Remove/nerf/change menders + hypospray suggestion - by Kotlol - 02-03-2023, 06:51 AM

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