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On Cyberorgans, Synthorgans, and Surgery
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(02-08-2023, 11:14 PM)Decarcassor Wrote: Also while the steps of surgery aren't particularly complex themselves, they require a proper set of tools at hand as well as available replacement organs. Now I'm sure its usualy not a big issue on RP where depending on the pop medbay might have an army of over prepared doctors just waiting for some action and the RP rules keeping things somewhat orderly. But on classic, medbay is almost always a complete mess 5 minutes into the round. The exemple with monkeys and stolen tools was not a joke. Thats how classic medbay feels most rounds. All doors hacked, random non medical crew coming and going, taking anything that isn't nailed down. If you plan to do any surgery on classic, you better keep a secret stash of surgery tools somewhee, because the ones in the OR will vanish. And there is no garantee that you will be able to print cyber organs, because anyone will walk in medbay to use the fabricators and they might be out of material. Thats really what will kill you if you walk in classic medbay with critical organs.
This makes sense. Surgery is balanced to be straightforward so long as you have the know-how and the supplies. But in classic, you can wind up with critical supplies going missing in medbay pretty early on, and getting more can mean a trip to the QM. And for a lot of people, having the wiki open isn't something they want to manage when they also have to focus on keeping the patient on the table alive. As you suggested, giving the surgery table a set of surgical tools that can't be taken out of the room (acting like wall-mounted defibrillators that spring back to the table or are chained to it) would at least mean you'd at least have the tools available at all times, if not the fabricator materials for cyberorgans. And adding in surgical instructions on the health monitor screen of the surgery table, like Kotol suggested, would also be a good addition to ease doctors into doing surgery.

(02-08-2023, 11:14 PM)Decarcassor Wrote: As for synthorgans, it sure would be nice of they where a bit more appealing. But you don't want to make them too apealing to the point where robust gamers start breaking into botany instead of medbay to get them every round. Having a unique special thing for each synthorgan would be awesome as a direct equivalent to cyber organs, but would involve a lot of work. Alternatively you could give all synthorgans self healing scaling of potency, to go along the increased health from endurance. Maybe less exciting but likely easier to make happen.
Yeah, my thought on the whole synthorgan buff thing is that they start out being nearly equivalent to regular organs, but if you really juice the potency you can start getting cool effects. And I mean REALLY juice the potency - as I've written the ideas now, organs max out at power at 550 potency, and some of the more interesting/powerful effects only show up around 250 potency and above. That leaves making them as something only a prepared botanist can really do, and the additional splicing requirements for getting certain synthmeat mutations makes it hard for tiders to try and make them without also breaking into chemistry, the bar, or secured medical lockers. (Also worth noting that it would only take one synthmeat plant at 550 potency to make all of the other full-power synthorgans, so it's not that demanding.) If someone really wants a maximum-strength synthorgan, they'll need to have upwards of a thousand saltpetre, the understanding for how to properly splice/mutate plants, and plenty of time - more than enough time for the botanists in the department to murder them with chainsaws hotbox them with rainbow weed politely usher them out.

But that's besides the point of the post. Let's hear more voices from the crowd!
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RE: On Cyberorgans, Synthorgans, and Surgery - by RelentlessGarbage - 02-09-2023, 04:41 AM

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