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[DISCUSSION] Medical Pharmacy vs. Chemistry
#32
Ooh boy this debate again.. do you know why we have pharmacy making chems? So science isn't burdened making chems all day for medbay.
Do you know why we have menders? So people do not throw beakers of stypic power and roll around in it.
Do you know why medbay is fast and snappy? So people do not take a minor injury or heavy one (wich is easy to do with some guns) and spend 10 minutes in medbay. Also so doctors do not get swamped having to deal with 10 patients dieing with only 3 doctors. If each patient has to spend 10 mins (bad example) in medbay healing... 10 patients divided by 3. Is around 3 1/3 patient per doctor wich equals around 33 mins total medbay work to keep 10 patients from dieing.

So what happens insted? They let some die and clone em insted. Or borg em. Cause they don't got time.

Let's be real here. As much as we want to redesigning medbay, medbay ain't the problem here. If we nerf medbay, you buff antagonists that take the violent route.
One shot of the a space shotgun will now put you out for a longer time due to longer treatment and doctors will be more willing to jump onto the cloning route.

And essentially if patients cannot do anything in medbay but "get healed" you can write them as <DEAD> in the game. Cause they sure as hell ain't interacting anywhere but be in medbay till they can leave medbay and do whatever it is they do.

What I notice is that people keep saying DEATH NEEDS TO MEAN MORE. But in truth, being unable to interact with anything is essentially DEAD too.
Being knocked out for 15 mins by gas? You were dead for 15 mins essentially, but not offically dead.

Anyway... I do think making pharmacy/chemistry it's own thing is a fine idea.. but science itself is just a huge problem. Toxins and Robotics are the least used and Robotics well... you think that's robotcist too... genetics is technically SCIENCE TOO but it's in medbay... If anything Science is so fractured and odd, yet working with medbay but not really is where the problems arrise.

As for medbay changes.. might I recommend something else? Rework the injury system. Right now you can shoot anywhere on the body but nothing will cause: "This arm is now broken, you cannot use it to fight." Insted you get: "Ow damage till someone blows your arm off."

If you want medbay to mean more, introduce more injuries and ways of dealing with things. Have arms be broken , but have medicine able to heal it fast or a slower methode. Have walking around with a broken arm slow you down or do minor brute damage over time unless you put it in a sling.
Lil things like this will improve medbays interaction without going the "we must nerf medbay route."

Cause as it is right now... there isn't much difference as shooting someone in the head, stomach or leg cept maybe armor and some organ damage.
But wouldn't it be cooler if, if you shoot someone in the leg a few times, that leg is broken and has to be healed, thus there are more tactical reasons to fight people?

Seriously though... I think the true problem of medbay being too boring/strong is more the lack of ways to make injuries mean something.
Insted of "Making death feel more impactful".. Make injuries more impactful.

Death removes a player from the game, Injuries make players have to make tough choices in the game. But as it stands now, you can get injured by something small, go to medbay and get healed. There is no interresting decission making as the injured then "You are injured, find a medic."
We need more "You are injured in such a way, do you head to medbay right away or do you deal with the injury and head there later?"
It would be cooler for interactions to decide: "I have almost no brute damage but my arm is broken, I can wear a sling and use one arm to finish it then heal at medbay."

THESE ARE THE DECISSIONS I WANT TO SEE!
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RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - by Kotlol - 10 hours ago

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