03-20-2023, 04:25 AM
Everytime a topic on changing things for doctors so there is MORE RP for them or MORE IMMERSIONS.
Ends up being a QoL decreasse for them.
And I'll be honest... It's tiring.
I know doctors on Classic and RP basicly feel underappriciated. In classic most players will steal menders or do things themselves and mostly get blown up when an antagonist goes for medbay.
On RP they just heal/clone people then that player rushes off... Their interaction is minimal.
But by making their job harder and harder and longer and argious... you just make people even LESS willing to play it.
This scanner thing is minor and it's outcome is litterly just flavor text. I will still use a mender to get em to full.. inject whatever... and watch those words turn to none.
And what will players say? "Heal my -damage-" Infact I am surprised to say... ALMOST NO ONE ON THE SHIFTS I PLAY SAY: "I got 57% toxin damage"
They say.. "I just got some tox damage." Or... "Tox, get the charcoal"
We cannot punish lack of RP or Bad RP, by making the mechanics of the job harder to force certain interactions.
And if we put in mechanics that force people into interacting with medbay, it ruins other RPs that people want to do.
Imagine a DJ having fun doing their show, but then they get a disease and have to sit out most of their shift in medbay till it's cured?
It would ruin the DJ's expirence and anyone who was enjoying the show... (Then again we could make a "mobile" DJ station to fix that)
But what would we "COULD" do is make it an option to stay in medbay longer and interact.
Traits like Allergies help people to stay in medbay longer and the doctors have to puzzle going around the allergic person's allergies to treat em.
If we simply add more traits that forces players into going to medbay by their OWN VIOLATION. You get a more fun medbay.
I'll write an own suggestion for that.
Ends up being a QoL decreasse for them.
And I'll be honest... It's tiring.
I know doctors on Classic and RP basicly feel underappriciated. In classic most players will steal menders or do things themselves and mostly get blown up when an antagonist goes for medbay.
On RP they just heal/clone people then that player rushes off... Their interaction is minimal.
But by making their job harder and harder and longer and argious... you just make people even LESS willing to play it.
This scanner thing is minor and it's outcome is litterly just flavor text. I will still use a mender to get em to full.. inject whatever... and watch those words turn to none.
And what will players say? "Heal my -damage-" Infact I am surprised to say... ALMOST NO ONE ON THE SHIFTS I PLAY SAY: "I got 57% toxin damage"
They say.. "I just got some tox damage." Or... "Tox, get the charcoal"
We cannot punish lack of RP or Bad RP, by making the mechanics of the job harder to force certain interactions.
And if we put in mechanics that force people into interacting with medbay, it ruins other RPs that people want to do.
Imagine a DJ having fun doing their show, but then they get a disease and have to sit out most of their shift in medbay till it's cured?
It would ruin the DJ's expirence and anyone who was enjoying the show... (Then again we could make a "mobile" DJ station to fix that)
But what would we "COULD" do is make it an option to stay in medbay longer and interact.
Traits like Allergies help people to stay in medbay longer and the doctors have to puzzle going around the allergic person's allergies to treat em.
If we simply add more traits that forces players into going to medbay by their OWN VIOLATION. You get a more fun medbay.
I'll write an own suggestion for that.