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[DISCUSSION] Medical Pharmacy vs. Chemistry
#71
(7 hours ago)Solenoid Wrote: I think the issue that I'm worried about with this is that it either creates a culture of dependence on science, meaning there will have to regularly be a chemist on board and knowledgeable enough to dedicate much of their shift to making medical chems instead of pursuing their own fun chem mixes, which isn't always going to be fun for the chemist. OR, it creates a culture where chemistry is never consulted, because you can just order restock cartridges from Cargo and avoid them, save for the rare cases where you may want perf or anything advanced(though these are, as usual, ultimately optional to acquire).

I would personally like to see a testmerge with no pharmacy, significantly reduced medchems in the vendors, etc. though, at least to see what a shift like that would be like and to see if it would actually make the game more fun for either party.

My goal, once finished, is that a knowledgeable chemist needs 10 minutes in a round setting up basic chems and then have most of the shift available to fuck around. The exception is when shits going down, e.g. a rampage or nass poisoning.


Akin how engineering does it.
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RE: [DISCUSSION] Medical Pharmacy vs. Chemistry - by Lord_earthfire - 6 hours ago

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