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[DISCUSSION] Medical Pharmacy vs. Chemistry
#66
(Yesterday, 11:35 PM)glowbold Wrote:
(Yesterday, 08:10 PM)Solenoid Wrote: I played pharmacist last night on RP! It was ok, but my biggest gripe is that they had no chemistry tools given to them, which makes them feel very weak, and ironically makes it so they suck especially hard at making any sort of actually advanced chems without going to science(which on donut2, the map we were on, is nearly impossible to do regularly on lowpop). 

I think that pharmacist should be either given access to more chemistry tools that help them do their job as a sort of specialized med-chemist on site, or it should simply be phased out. I don't think anyone wants to play a half-functional chemist, I certainly didn't find the job that fun without all the bells and whistles of chemistry that make that sort of playstyle fun. It just felt like I was wasting my time vs. playing science or med doc, because the job lacks the tools to do either job effectively on roundstart.

What specific tools do you think are missing?

Honestly, I think it would be easiest to provide Pharmacy with a chem manufacturer. However, in lieu of that, here's my list of specific stuff to act as a jumping off point: A bunsen burner, a few condensers, and at least a fractional condenser would help a TON! Some of the chems needed for advanced med production were balanced around the chem rework and are a lot more of a pain to make by hand.

Also, not sure if this counts as a tool, but maybe giving pharmacists their own sort of connection to the medchem vending machines found on some map would be good, if we're gonna keep them around. It's not necessary or anything, but I'd like to see it eventually. That might be a far further down the road thing, though.
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RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - by Solenoid - 7 hours ago

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