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Reduce the access to med dispensers and lockers to only medstaff
#19
(12-17-2016, 05:25 AM)vampirate Wrote: Well Roboticists and geneticists are medstaff so I wasn't wanting their access removed.  Geneticists often end up having to heal their monkey's or people in the cloning room.     I'm sorry about secops badluck but they too often just ignore the med doctors and heal people themselves.  you know who should be md's in emergency situations?  Md's.    I'm not really concerned with more people dying to antags.  It's why we have the cloner and robotics and maybe it'd lead to more people being borged.

And it kind of goes back to medical doctors being fun and having something to do so people actually want to play them.  If sec isn't healing everyone they bring in, then maybe med doctor would be worth playing again?  I mean for proof of this you need only look a couple years back when this was the case, and that was back when you could make tricord and heal everyone with no effort as a doctor.

They went and made medicine more involved, then they let half the staff do it.  There's no reason to be an doctor and fi you look at the numbers on the people who choose the position, it shows.

I'm cool with more people having to get cloned if it comes to that, and honestly it's more fun for the antag if everyone and their pal can't simply heal up all the damage they do.  

And again, there are medkits freaking everywhere on the station, limiting med access also increases the value of knowledge in the game, and encourages people to seek it.

I genuinely think it'll be healthier for the game in the long run.  Mechanics might make more cloning machines again, and in general the value of medstaff goes up.  I'm not talking about gutting the whole station.  A sec with a stack of five hundred creds can stabilize someone outside of med bay.    

To be fair I'm also not a huge fan of balancing the game around making antags easier to deal with.

I honestly think making the role of doctor valuable again would make more stay around.  When I was around a year ago and people were still getting to know the medical system, it was fun to be a doctor because you were valuable. Now?  meh, just be sec, you also get a gun.  Also keep in mind I'm not suggesting security not get access to medbay, just dispensers and lockers.  There's usually enough laying around to keep people out of crit.   Maybe also use cpr again.

So from this post I'm noticing the following:
A) You rank geneticists healing NPC monkey over secoffs who actually helping players.
B) You're comfortable having more people dying as a result of this, because everyone knows dying is fun, right? Also would result in the cloner being targeted.
C) You're basing this off the huge assumption that restricting this to medical doctors will actually make people play more MD's. I know for a fact it won't. All it will end up doing is people dying consequently beside dispensers that they have no access to.

And it's not about balancing the game to make antags easier to deal with. The cards are effectively in the antags favor to begin with, and that's assuming there's sec there to begin with. Doing this won't make secs life any easier, it will make it harder, and you still won't see people playing MD's because of this. So really it's just misery all round.

I think you need a better standing point than "remove everyone from medical or than MDs" because that just seems like putting a band-aid on an open wound, so to speak. What is needed is a more complex. 

That's not to say I disagree with you on all of your points. I agree that the janitor and geneticists don't need medical and dispenser access. I agree there's too much medication around the station in general (but that's a wider issue of there being too much stuff in general)
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RE: Reduce the access to med dispensers and lockers to only medstaff - by Sundance - 12-17-2016, 08:34 AM

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