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A buff proposal for Sleeper Units to make them actually relevant
#1
Lightbulb 
Currently, Sleeper Units are by far one of the least versatile and most boring tools Media has to offer. 
I think some changes though, could easily elevate them out the degradation of being mostly used as a prop for mapping. 
And this for various reasons like... 

... being just an infinite chem-dump (really isn't much to this) 

... a newbee trap, because it's simplicity is mistaken for easiness and effectiveness. With the truth being that what can be cured with it, can be done considerably faster, if they learn to it on their own rewarding initiative instead of a flat-lining learning curve. 

... being a singular button without any depth, which can be "automated" by setting the timer, giving the patient a nice short purgatory waiting time of absolutely nothing and with the rework of addictions, losing even more relevance (Yes, you can send a packet to them, but only for a meek status and pressing said singular button.) 

In short, it's misleading for newbees to learn basic treatment, boring for veterans because there is nothing to it and all that while considerably better alternative exist (see Cryo-Tubes).

Okay, so what could be changed? 

The Buffs:

1. Add Potassium Iodine, Styptic Powder and Silver Sulfate to its pool (This will come handy and reasonable later). 

2. Make them susceptible to wire hacking, but besides the usual plebeian candidates (Like electrification etc.), access to change the conditionals for injection of the synthesized chemicals as well as their priority (This too becomes more eluded with the nerfs). 
-This already will make things considerably more interesting. 

3. Allow for up to 4 beakers to be added to the Sleeper Unit, with configurations almost identical to the Injector-Belt and Vape-O-Matic with their triggers and injection amounts (Currently you would get a Medi-Bot for something similar, although far more clunky). 
-With this, various new combinations and preparations for more experienced medical personnel would be enabled, reawaken hopefully their interest in this. 

4. (Optimal) Allow for the Med-Scanner Upgrades to gain more intel while the patient is inside, instead of ejecting them for split second and shoving the back inside. 

The Nerfs:

1. Cap the amount for synthesized chemicals at 15-20 (3-4 Chems at once) for every injection, if multiple conditionals would apply, the priority would decide which win win the race. 
-This would throttle the fix/cure-all, adding a learning curve to rattle brain cells. 

2. Make them consume A LOT MORE power from APC's, maybe let them have an internal cell for shorter blackouts. 
-Things gotta have their price, one more reason Engineering to eye the power supply, besides the Cloner for Medbay.

3. (Optional) Limits only IDs with access to interact with the interface, if not wire hacked. 
-No clown, please don't drink the beaker contents and mess with configurations, but also allows mischief for Antagonist without the 6 Telecrystal EMAG besides locking someone inside without effect. 


I think these changes would improve them to be more thought provoking and granting more depth to the department of keeping-everyone-alive. 
But I'm also completely inadequate for coding and can barely hand anything tech savvy, but I hope someone with similar love for medical sees potential in this.

Edit: Before anyone mentioned it, this only applies to the Static Sleeper Units, not the
Port-A-Medbay.
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#2
I like this idea.
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#3
Honestly, i personally would just remove them.

- Being able to infintely pump out chems is bad for many reasons

- Being able to lock people almsot indefinetly in isn't a fun mechanic.

They serve no real purpose besides these two use cases and i don't think this ideas offer anything beyond just buffing their chem output, which is a bad idea. They are relics of an old medical systems that lost their purpose during the streamlining of medbay.

And inserting additional beakers in them achieve absolutely nothing you could do with just a hypospray.
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#4
(01-31-2026, 08:01 AM)Agent reburG Wrote: 3. Allow for up to 4 beakers to be added to the Sleeper Unit, with configurations almost identical to the Injector-Belt and Vape-O-Matic with their triggers and injection amounts (Currently you would get a Medi-Bot for something similar, although far more clunky). 
-With this, various new combinations and preparations for more experienced medical personnel would be enabled, reawaken hopefully their interest in this. 

(01-31-2026, 11:28 AM)Lord_earthfire Wrote: And inserting additional beakers in them achieve absolutely nothing you could do with just a hypospray.

You do know that Medi-Bots, Injector-Belts and Vape-O-Matic, the things I referenced as an example, can take beakers with any chemical, not prohibited by a whitelist as Hypos are? 
So I'm not sure why you would assume that.
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#5
I don't think "make thing consume as much power as a power sink" ever adds depth to something especially when the argument is concerning making an object less boring
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#6
Sleepers are super useful for regular crew, since they are almost never actually IN medbay, instead in the lobby or spread out around the station. This makes them handy when there are no doctors around, and you are trying to quickly get some very basic healing chems in someone.

I feel like alot of medical critique is just fairly pointless of just saying simple=boring=bad which i dont really believe is true.

The only meh thing about sleepers is the fact you can lock people in them, and that with the addiction rework they barely function to resolve addictions.
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