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[DISCUSSION] Medical Pharmacy vs. Chemistry
#4
overall, yeah, i think the ideal solution is just removing pharmacy from med and giving it to sci, like jay said. if anything i might miss having a glass recycler for better storing chems in my doctor loadout but i can live with asking chemistry for beakers if i rlly need em.

collecting some various thoughts i had/agreed with that were brought up on discord:
- many maps have a front-window area that is connected to/a part of the pharmacy (cog1, kondaru, cog2). waiting for patients to come in or chatting thru the window with others is just a very nice spot to have (RP!!!). limiting access for pharmacy on these maps take that away
- connected to the above, some maps have notable equipment in the pharmacy that would get locked out, including entire medivendors, the portamed bed thing (cog1), lockers w/ the extra medkits, etc.
- likely to be plenty of rounds w/o a pharmacist. pharmacy might just get bolted open most rounds. in which case, they'll turn to chemistry. why not just let chemistry have the interaction!
- advanced chems honestly dont get used that often it feels; the basic chems in the medivendors can carry you through a crisis just fine. if you really want/need them, interact with chemistry!

if pharmacy WAS removed from med, there's be a chunk of space on each map im sure could be put to interesting uses. like a staff/break room on neon, or some kind of more contained storage space for kondaru (more akin to how it is on clarion, as opposed to a lot of stuff being out in the open on tables/racks) (and also maintaining that front desk area).
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RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - by witchkit - 02-17-2026, 07:20 PM

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