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Pharmacy: Do They Really Need All That
#26
Despite all the medchems, I would actually argue the variety in their use is very limited. There are a few missing holes that chems could fill right now which gives chemistry a bit of a boost. But first:

Removing the pharmacy or nerfing it in any manner would do poorly for maps where it is difficult to find an alternative way to get into chemistry. I think the obvious difference between interdepartmental cooperation of chem and med is that, unlike the chef's food, you aren't making such a difference between life or death with the supply of medchems. Whether or not medbay gets a resupply of spaceacillin from chem after a traitor dumps out all the medvends, gets a restock cartridge, etc. will change the fate of those inflicted with grave fever (or whatnot), who will otherwise be uncurable and die. (Ignore cloning please its dumb no takebacks >.<)

I would take robotics as the prime example as a department that functions without interdept. cooperation, but does better with it. You can reclaim metal sheets from the station, wires, etc. from tech storage, or other random places. Or, you can ask for unlimited supplies of these basic materials from QM. Both extend your usual supply, and tech storage is always a usable option if there are no QMs/cooperating QMs. Meanwhile, a decent miner will give you more ores than you know what to do with before you could ask. The point with this interaction is its OPTIONAL, and ENHANCES productivity. It is not the sole means of which a department may have the resources to, say, save a life which is only able to be made into a cyborg.

Now take the pharmacy, and chemistry, and medbay. Medbay doctors get a pretty easy/practically unlimited supply of the basic chems. And if they need a little more, they can spend a few minutes in the pharmacy to get better chems. Problem here is, like if this was robotics, it's like if you could find claretine around the station. Removes the need to go mining! Boooo. But what if you didn't have a pharmacy? What if robotics had no extra metal? Well, you'd have to just work with what you got. Save who you can, clone who you don't, shrug when they're puritan. Not a great way to run a medbay. Of course, you could have asked chem, but there's no scientists in there interested and the one who is around is currently running around with a csaber.

I would say the pharmacy problem could be solved by not letting doctors make advanced chems, but that wouldn't help either. There's no chems inbetween "medbay starting chem" and "the best chem for (thing)" for doctors to make in this scenario, since starting chems are, again, basically unlimited. 2000 styptic/sulf in every nanomed plus!!!! WHAT!!

What should really happen is we get some inbetween chems. Styptic is a good brute healer with -1 brute per chem per touch (with limits)! Synthetic flesh is even better (focus on brute), with -1.5 brute per touch! So where's the room here for an inbetween? 1.25? Not really significant enough to warrant a chem, is it? Synthflesh takes a lot of time to work with now, so I think a simple brute chem that's more advanced than styph is in touch. I'm not going to list out specific chems, but I hope this gives you an idea of what i mean-- room for improvement when medbay is alone with the pharmacy, but room for chemistry to shine when they mass produce superhealing chemicals.

The real problem here is that the way interdept cooperation is worked with needs to be more nuanced. I would hope to see medbay getting to use their pharmacy for better than stock intermediates (in small, personal-level quantities) vs. chemistry getting to mass produce the BEST of it all, which medbay can't even try.

Or you realize a welder and a wrench makes easy access in Cog1 is good enough to copy paste, and serves as a door for classic and a barrier for rp. IUNNO!!!!
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RE: Pharmacy: Do They Really Need All That - by Meggal Bozale - 05-05-2024, 04:34 AM

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