06-02-2014, 07:51 AM
Hi Guys,
Having spent my first couple of months moving through Genetics, Medical and Robotics I eventually started putting myself down for Medical Director and having been playing the role in 80%+ of games the last few weeks (Tristaynia North). Based on this experience I have the following suggestions/feedback...
1) There are quite a few occasions even in a busy game where the medical department can be badly undermanned. Even in a 30+ game I've sometimes been the only one there. This mostly works out fine as we are basically a medic to begin with and can easily cover robotics so neither of those roles joining is fine, but what we can't do is assist with Genetics Research very well as we don't have the option to scan people. Oddly from what I discovered during one test game the Research Director does. My suggestion is simple: add Genetics scans to the MD PDA to facilitate the director filling in when necessary and/or scanning people on the front-line when they show up for medical attention.
2) Is there a way to disable Old Harner from recognizing the tranquilizer rifle as a problem? One late joining round playing as detective he didn't seem bothered about my pistol so I assume there was 'legitimate' weapons assigned to each role? If so, I'm tried of trying to stun and trap a traitor/crazy person wrecking my medbay and having Harner run up and flash me.
3) I am a bit confused as to the interaction between the MD and RD roles. The RD has a huge department to oversee; Chemistry, Telescience, Toxins and Artifacts... they seem to have a lot going on as it is yet they also have full access to medical (which also makes them insanely dangerous traitors). Personally I feel the two departments should be separate with the RD and MD in charge of each.
4) If Suggestion 3 isn't popular: Well, if wider access is the preferred option, then it would be really, really good to get Chemistry access (even just on the back door) for the MD to allow at least one person from medical to be able to procure better medicines when the Scientists are inevitably too busy Sarin gassing themselves. Chemistry anyway strikes me as a mix between Medical and Science anyway with most of the legitimate applications being aimed towards Medicine.
5) Add a method to manufacture the larger reserve beakers.
Having spent my first couple of months moving through Genetics, Medical and Robotics I eventually started putting myself down for Medical Director and having been playing the role in 80%+ of games the last few weeks (Tristaynia North). Based on this experience I have the following suggestions/feedback...
1) There are quite a few occasions even in a busy game where the medical department can be badly undermanned. Even in a 30+ game I've sometimes been the only one there. This mostly works out fine as we are basically a medic to begin with and can easily cover robotics so neither of those roles joining is fine, but what we can't do is assist with Genetics Research very well as we don't have the option to scan people. Oddly from what I discovered during one test game the Research Director does. My suggestion is simple: add Genetics scans to the MD PDA to facilitate the director filling in when necessary and/or scanning people on the front-line when they show up for medical attention.
2) Is there a way to disable Old Harner from recognizing the tranquilizer rifle as a problem? One late joining round playing as detective he didn't seem bothered about my pistol so I assume there was 'legitimate' weapons assigned to each role? If so, I'm tried of trying to stun and trap a traitor/crazy person wrecking my medbay and having Harner run up and flash me.
3) I am a bit confused as to the interaction between the MD and RD roles. The RD has a huge department to oversee; Chemistry, Telescience, Toxins and Artifacts... they seem to have a lot going on as it is yet they also have full access to medical (which also makes them insanely dangerous traitors). Personally I feel the two departments should be separate with the RD and MD in charge of each.
4) If Suggestion 3 isn't popular: Well, if wider access is the preferred option, then it would be really, really good to get Chemistry access (even just on the back door) for the MD to allow at least one person from medical to be able to procure better medicines when the Scientists are inevitably too busy Sarin gassing themselves. Chemistry anyway strikes me as a mix between Medical and Science anyway with most of the legitimate applications being aimed towards Medicine.
5) Add a method to manufacture the larger reserve beakers.