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[MERGED PR] Gives medical a prepared belt.
#1
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About the PR
The first aid kit has been removed from the doctors hands, and has been replaced with a medical belt variant that comes with a brute and burn automender, 2 empty hyposprays, an upgraded health analyzer, and a defib. Also gives this belt to medical specialist.


Why's this needed?
QoL and it should make it much more clear to new players what gear theyre expected to use.


Changelog


Code:
changelog
(u)Ikea
(*)Medical doctors, directors and specialists now come with a belt filled with automenders, one empty hyposprays, a health analyzer and a defib.


PULL REQUEST DETAILS
#2
Repeating my opinion from the github to continue the conversation:

Instead of 3 hyposprays, do you think you can move the defibrilator and crowbar from the medical doctor's starting backpack into the belt, then knock it down to 1 or 2? 3 roundstart hyposprays is way more than I ever see myself using, and oversaturates the round with them. (Especially since pre-change MDs start with 0 and the fact that they seem to be purposefully a rarer item.)

As for nudging roundstart doctors to use them, if they have one, they're going to experiment. They don't need three to discover the fact that you can put chems in them, and they can hold different chems.

I'm all for moving away from MDs starting with a first aid kit inhand, but if we're doing that, we may as well carryover what they already start with instead of giving them three hyposprays.
#3
(09-19-2022, 03:45 PM)NightmarechaMillian Wrote: Instead of 3 hyposprays, do you think you can move the defibrilator and crowbar from the medical doctor's starting backpack into the belt, then knock it down to 1 or 2? 3 roundstart hyposprays is way more than I ever see myself using, and oversaturates the round with them. (Especially since pre-change MDs start with 0 and the fact that they seem to be purposefully a rarer item.)

I intentionally left a blank space there to basically say "Hey this isnt the setup feel free to mess around with it". MDs not spawning with hyposprays seems mostly like a holdover from years ago when it was only a MDir item, nowadays hyposprays are essentially free.
#4
I'd personally still like to see docs spawning with a medkit, even if it's just the normal version. Having a medkit out is a great way to get someone to stop so you can heal them.

Keep the doctor_spawn medkit, it is useful for quick admin spawning for gimmicks. Maybe just rename it or leave as is *shrug

Instead of 3 hyposprays, could drop it down to 1 and give them some basic surgical tools maybe? Scalpel, saw, suture?
#5
I swapped a hypospray with a syringe in the belt, and reintroduced doctor_spawn into code as a prepared first aid kit, with menders, an upgraded analyzer, a hypospray, and small beakers of epi, salbutamol and charcoal. I think that would help with the gimmick purpose of spawning in a tool that enables a generalist doctor playstyle.

Playing with a medkit in hand is a playstyle not used by most and medbay already has a lot of first aid kits lying around the place. Id be against having surgery tools spawn on doctors because it's not really something doctors need to have on them, surgery can only be done in very limited areas and said areas already have surgery tools there.
#6
As a doctor who spend every first few minutes of a shift transfering my menders and scanner from the medkit to my belt, throwing the kit away then looking for hyposprays, I approve of this idea.

I don't think I ever see doctors use medkits unless its all thats left laying around. I've always seen medkits of various kind as stuff to give or be stolen by the crew for general self care.

Love the idea of a free hypospray. I'm shocked to see how few doctors seem to use them. Not sure about the syringe since you already get tons of them from boxes and med vendors. What would be nice would be a special medical pill box with a few commonly used meds like salbutamol, mutadone and mannitol.
#7
Decided to swap syringe with defib and remove the defib from backpack because I think it fits better
#8
General doctoring playstyle question, do you personally carry syringes on you as doctors? Always just ejected a syringe out of the vendor whenever I needed to get a chemical from a bottle as it tends to have better flow and saves inventory space. Feel free to just comment "No I dont carry syringes" it helps eliminate survivorship bias.
#9
No, I don't carry syringes; if I'm doing a bottle from a vendor, I pour it into my hypospray.
(Same number of clicks and keypresses; syringe is 3x click of syringe, bottle, draw from bottle then press C to switch to inject, then click to inject (and then hope patient stay still!); hypo is click bottle on menu, click hypo, press E, click hypo to pull out of inventory, click to inject (instant))
#10
I use syringes both on classic and RP, it has a more tactile handfeel
#11
(09-20-2022, 05:39 PM)Ikea Wrote: General doctoring playstyle question, do you personally carry syringes on you as doctors? Always just ejected a syringe out of the vendor whenever I needed to get a chemical from a bottle as it tends to have better flow and saves inventory space. Feel free to just comment "No I dont carry syringes" it helps eliminate survivorship bias.

I carry them around solely for injecting calomel, otherwise it's hyposprays.
#12
I always carry syringes and actually prefer them to hyposprays because A. I can put anything I need to in them (whereas with the hypos I have to try to remember whether or not something more potent I need to put in is on its whitelist) and B. they just Feel Better to me. more satisfying. with hypos there's no gravity if that makes sense
#13
I almost never carry syringes unless I'm doing something nefarious and don't have an emag. Mostly because people run away from a doctor with a syringe, but the hypospray is instant.
#14
in regards to having a medkit out to signal to someone you plan to heal them, i think having the med scanner out provides basically the same effect (also ddaily reminder that menders should get inhands so its more obvious when someone is going to heal you). as someone who plays with a pretty small screen, the medkit and scanner are basically indifferent, with both being white and red color combos

keeping the medkit with the epi auto and pain killer would be good, maybe throw in a couple refills as well? seems like a decent way to introduce new docs to them, since the nanomed itself has a ton of shit in it and can be overwhelming 

overall dont see many downsides w this, it just cuts out time of transferring medkit items to the belt. roboticist had this done recently and it was a great qol buff. swapping out an item like a syringe for a hypo is a matter of seconds(but having it in there by default would be good), as opposed to having to transfer each wanted item into the belt and replacing meds in the box
#15
we already cut out tedium with robo, engi, and sec belts, so I dont see a problem with doc being on-par.


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