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Thoughts and suggestions on medical department
#1
Hi I play Dandy Dandidio on goon1 and I've played a LOT of doctor over my time, it is easily my most-played role and I have thoughts. When it comes down to disasters I've pretty much seen it all, mass bombings, mass poisoning, mass shootings, mass admemes etc etc. So here are some of my thoughts on the department what I think should be changed or removed etc etc.

First of all Robotics. When it takes longer to print out parts than building a borg that is a problem. It's no secret that robotics is in dire need of a rework along with other departments(mining).  Until a rework or something substantial is added, I think robotics and doctors should merge like mechanics and engineering. The role doesn't have enough content to warrant its special spot in a department which leads to robotics players disappearing halfway through a shift leading to whichever doctor is around to do the work anyway.

Genetics. Genetics is fine, I'd like to see the gene booth get a makeover to be similar to the clothing booth where you can select the genes you want preferably with a description of the gene and at the same time be able to see your current genetic stability level. There are too many times I see newbies just take all the genes not knowing what stability level is and then stumble around and die, some kind of indicator would be nice.

Doctors. mmmm, this part is gonna be a mess as I ramble on.

First of all, let's talk about surgery. I don't like it when a staff assistant breaks into Medbay prints out a bunch of cyber-organs and effortlessly replaces all organs and limbs with 0 interaction with the department. I doubt the nuclear option of requiring surgery training would be a popular one.  So how about something else?  Similar to the artefact change on item descriptions, people who are untrained now have no idea which organ they are removing, so you can still remove and replace your organs as a staff assistant, but every time you roll the dice on did I remove my heart or my appendix?  And on the subject of limbs,  I think prosthetics could be a nice addition to replace the light borg parts,  something that anyone could easily attach to a limb without training so losing a limb isn't too disruptive. I do however think having standard cyborg arms or treads should require training to put on, both of these can be very powerful and it's especially annoying to deal with as security so having some effort involved would be better I think.

On the subject of organs. Organ damage in its current state is kinda dumb. As long as an organ isn't dead you can ignore it and if it's dead then you have stacking toxin damage giving you an unreasonable countdown to when the person dies, this leads to those awkward "just let them die" moments where it is easier to clone someone than perform lifesaving surgery, I think this is stupid and should be changed. So my suggestion?  Increasing base organ health, however, create a threshold that when an organ reaches a certain level it will eventually die, needing to replace the organ sooner rather than later.  This would hopefully (I think) lead to more interesting gameplay from the doctor's side when you have enough time to replace a person's organs since trying to save people from a space-12 shooting means most people die on the surgery table before you even finish printing the damn organs.

MEDKITS. Oh boy, time for some spicy takes time. Medkits in their current form are a bit silly IMO, that they are simply too effective for how cheap they are to get.  Medkits, in my opinion, should be more of a keep me alive until I reach Medbay or an I'm lazy and want a small patch up, not a free heal me up to full. Lowering the amount of healing inside a kit would be a start, but I also think cargo being able to mass order medkits is also kinda dumb and should be looked at. A new "heavy duty" medkit would be nice to introduce for big emergencies, something you can order from cargo for a large markup from normal medkits.

THE PORTA MED- OH BOY, What a dumb item. I am honestly surprised I am the first person to bring this up. You have an easy-to-get easy-to-move, big old medicine box which is OVERLOADED with an obscene amount of healing. How this hasn't been nerfed into the ground I don't get. It has 20 BRUTE AND 20 BURN PATCHES, an absurd amount of medical injectors for ALL occasions. Remove this or nerf into the ground honestly, if more medkits need to be placed in departments to compensate sure whatever but dang, me saying "ai portamed" and having so many chems at my disposals shouldn't be a thing.

The porta bed thing - I'd like to see the portamed removed and simply have 2 of these instead. An easier way to transport injured people to medbay or a safer area for healing. Maybe having some upgrades you could order from cargo to increase its effectiveness, also being able to attach it to a kart for ambulance gameplay. WeeeeWoooooWeeeeeWoooo.

PHARMACY, Oh boy I understand this is a point of contention on RP servers but damn, the feeling of having to break into chem to get some lids and a chem barrel so I don't either gas myself or others is just annoying. I understand on RP where chemists give you stuff makes the pharmacy redundant and more of a "they took our jobs" moment but on goon1, the fact I can't make healing chems with the default pharmacy equipment is just dumb. It also feels inconsistent on what I can make and what I can't. Silver Sulfadiazine, mannitol, saline, potassium iodide? no problem!  Anything involving oil? Get fucked idiot,  Styptic Powder? I hope you enjoy making Sulfuric Acid in an extremely inefficient way, Perfluorodecalin? just grab 2 salicylic acid bottles from a vendor congratulations you now have 120u of the most powerful Oxy healing chem(I haven't used salbutamol in years lmao). My point is, the current approach is a fucking mess, either give the pharmacy the tools it needs to make shit or remove it, and make pharmacists round start job if necessary. (I will still have to break into chem to make shit regardless because its goon1)

Cryo tubes - Boring non-interactive healing meh.  

Lack of emergency equipment - For a department that gets bombed so often or requires to go into depressurised zones to look for bodies or brains the lack of any EVA equipment is a bit of an inconvenience.  This is just a wild idea but I'd like some sort of Medbay "armoury" that simply has like 2-3 medical EVA suits some heavy-duty medkits and some basic emergency supplies would be nice. Maybe some medbay-themed hardhats? I don't know I'm just spitballin' here.

MEDICAL DIRECTOR - 
A couple of things with MD. I'd like it if I get a PDA notification when Genetics puts something on sale at the booth, being surprised with an empowered hulk in the booth when I'm trying to be a good department head is awkward.  

NT syringe gun,  a relic of the past. I used to use this as a large-capacity hypospray but with how darts work now its only use is to shoot tiders with diphenhydramine or OD people with meth, just eh.

As big boss of silicon maintenance, I would like a way to check how many active cyborgs we have running around or even AI, maybe having a console in the MD office showing which ones are active would be nice. (I don't want a killswitch or anything just a list of active borgs would be nice)

This is more of a head-of-a-department issue but, I'd like an easier way to handle shitters in my department whether it's genetics being annoying or tiders looting. A flash simply doesn't cut it. Often security is simply too overwhelmed to deal with petty bullshit so dealing with someone just being annoying or geneticist-refusing not to put empowered hulk in the gene booth.  With the captain being taken into the direction of a more "serious" role I think it would be good for other department heads to head in as well. What the item could be? I don't know but I'd like an option of something other than a toolbox to the face. (and no I'm not using the tranq its just beepsky bait)

And to end it off, any security officer that wears the armoured paramedic suit should instantly gib.
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#2
Doctors need better access to alternative methods of revival other than cloning. In its current state, cloning is so powerful to the point where it can be more efficient to use than treating people regularly, but it can’t be nerfed in any meaningful way because its pretty much the only way to revive a dead person. I also feel that it can often make the doctors’ jobs redundant since anyone can use the cloner and, 9 times out of 10, the patient comes out of the pod exactly as they would if a doctor went through the trouble of actually healing them. I think it would be interesting if doctors started out with a dropper containing 5u of strange reagent and made cloning not so absurdly powerful. Cloning should be used as a last resort, not the most efficient option.

Embalming fluid needs to be used by medbay staff more often, but there is only a 30u bottle in the morgue. That needs to change, especially if SR revival becomes more commonplace as I am hoping it will..

yeah the Port-a-Med is kinda ridiculous… I wouldn’t be opposed to changing it.

Pharmacy is kinda in a weird spot. It kinda sucks that it takes away from potential chem requests, but at the same time there wont always be chemists willing to take requests. In fact, it’s kinda rare to see a scientist taking a request. Perhaps a dedicated chemist/pharmacist role should become a thing, or maybe give MD access to chemistry instead.

The dialysis machine stops the absurd tox damage from missing/dead organs. It makes surgery actually doable.

Roboticists’ only purpose in life is to put borg modules into the computer, and to me that is tragic.

If there is one change that needs to be made for medsci, it would be to STOP PUTTING THE MONKEY PEN NEXT TO THE OPERATING THEATRE. I CANNOT STAND NEEDING TO PRINT OUT TOOLS EVERY TIME I PERFORM A SURGERY BECAUSE MONKEYS STEAAL THEM NONSTOP AAAAAAAAAAAAAAAA-
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#3
I like the gene idea. I hate when I can't put OP stuff in gene booth cause people won't know gene stability is a thing and you have to pray to rng to give you stabilizer chromosomes and even if you put non stabilized gene, warn people to talk about their stability, I don't think any crews will hear my waening. Even gene players don't pay attention to it.

I like the potential of treating people based on their gene stability and I wish I could interact with other people gene stability, rather than gene stability only being able to be min maxed by the geneticist only because they are the only one with handheld gene scanner
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#4
as main doctor player like you i think your post is interesting to discussion so let feedback from side to side
- Robotic : i totaly agree with you about robotic stuff creating the stuff is take time longer than build it quite not reasonable and i really love robotic to do effort more than that.however robotic which right now is category in moredrate-hard to playing base on new player experince.and that might effect first impression of new player.and yeah robotic like now is to easy to build robot most of prefab have every bot already all you need just print it which is not look like robotic job should do.and gaurdbuddy which for some reason it never involve with robotic
- Genetic : genetic right now is agree with you also like the idea of rework of genebooth is sound cool for me.and right now we have plenty of gene enough to play however it quite the same right now and has nothing much to do so it should be great if we have more mutation or chromosome to combination with. and last but not least language system like now still need to rework to make it more maksesense and usable instead of random word and no one understand you
- Doctor : i totally agree with you that doctoring right now is quite unfun sometime surgery is not hard medicine some of it is unreasonable or just spaming use it especial tox damage.however the game make alittle different trait for doctor already that make doctor is surgery safer than other class so right now it balance already by the way in the past the surgery no show up icon and you need to remember all the step instead which is sound cool and again it might make new player confuse ugabunga.
- Portamed: this is 50% agree with you since it the only few tool that AI can use to help people in emergency case and unrestockable and easy to destroy by few bonk and the round with few doctor or no doctor is not the 0 so i think this still useful but the supply some of it is too much and should decreaase some of it to reasonable number so we can use it reasonable. by the way the remote can use it to summon them from different space level which can save your butt in AZ or debris field.which is normally gimmick paramedic tool.
- Portabay : can mechsacnble so nothing much to focus
- Medkit : i feel so so with it so nothing interst but about one thing that i might questionable is meddibot with use few stuff and you can get free NSS for infinity is unfair and no one gonna refill it with medicine tank.
- Cryo : yeah it boring but atleast it can help in emergency especial cloning puritan or treat the GBS
- MD : i not sure but i think gene booth can check by their PDA already and they can access to restrict drug which normally use perflu , pent , omnizine only the other chem like ether/haloperidol is no one touch it
- NT syring gun : the most problem with it is it not allow to use other medicine and make that gun rarely use for me i use dimen to fight and normal saline-perfu to heal the problem right now is the NT -syrige gun now is too much limitation and make it less intersting to use.atleast i hope it can use ether or heparin , filgatram , synap.
- Pharmacy : there is very long disscussion before and i will move on it
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#5
(06-10-2024, 03:07 PM)Snowy Wrote: Doctors need better access to alternative methods of revival other than cloning. In its current state, cloning is so powerful to the point where it can be more efficient to use than treating people regularly, but it can’t be nerfed in any meaningful way because its pretty much the only way to revive a dead person. I also feel that it can often make the doctors’ jobs redundant since anyone can use the cloner and, 9 times out of 10, the patient comes out of the pod exactly as they would if a doctor went through the trouble of actually healing them. I think it would be interesting if doctors started out with a dropper containing 5u of strange reagent and made cloning not so absurdly powerful. Cloning should be used as a last resort, not the most efficient option.

Embalming fluid needs to be used by medbay staff more often, but there is only a 30u bottle in the morgue. That needs to change, especially if SR revival becomes more commonplace as I am hoping it will..

yeah the Port-a-Med is kinda ridiculous… I wouldn’t be opposed to changing it.

Pharmacy is kinda in a weird spot. It kinda sucks that it takes away from potential chem requests, but at the same time there wont always be chemists willing to take requests. In fact, it’s kinda rare to see a scientist taking a request. Perhaps a dedicated chemist/pharmacist role should become a thing, or maybe give MD access to chemistry instead.

The dialysis machine stops the absurd tox damage from missing/dead organs. It makes surgery actually doable.

Roboticists’ only purpose in life is to put borg modules into the computer, and to me that is tragic.

If there is one change that needs to be made for medsci, it would be to STOP PUTTING THE MONKEY PEN NEXT TO THE OPERATING THEATRE. I CANNOT STAND NEEDING TO PRINT OUT TOOLS EVERY TIME I PERFORM A SURGERY BECAUSE MONKEYS STEAAL THEM NONSTOP AAAAAAAAAAAAAAAA-

Hadn't thought about it, but your takes on cloning are very accurate. It is oftentimes easier to literally clone someone than it is to keep them from dying. This should never be the case. I also vehemently agree with SR becoming commonplace, that's a band-aid fix. Honestly, cloning should just be more dangerous. I want more weird birth defects, missing limbs and organs, spawning as weird mutant races should be the norm, that gives everyone a motivation to avoid cloning at all costs, especially on RP.
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#6
(06-12-2024, 06:08 AM)Glamurio Wrote: Hadn't thought about it, but your takes on cloning are very accurate. It is oftentimes easier to literally clone someone than it is to keep them from dying. This should never be the case. I also vehemently agree with SR becoming commonplace, that's a band-aid fix. Honestly, cloning should just be more dangerous. I want more weird birth defects, missing limbs and organs, spawning as weird mutant races should be the norm, that gives everyone a motivation to avoid cloning at all costs, especially on RP.

We already have too much deterants on cloning that it makes cloning not the be all end all like cloning defects.

But we can also go with cryopods are bad and such.

In my opinion... the only way to fix cloning is to take it like any process in the game.
"Easy handsloose approach" = has the most flaws happening in the automation, unavoidable flaws, while hands free and easy does not give the best results.
As cloning defects can happen you spawn with 10 Tox damage, but.. why not also start with some organ damage? Or something that has to be treated before leaving medbay that is not just tox damage.

But if you want to avoid it.. you have to be behind the console and make sure all the cloning juice is balanced for each patient. If you fail you might do more damage, but if you succeed you will avoid cloning defects or damage with a possible "cloning" buff maybe?
Now cloning becomes interactive and with more things tied to it... rewarding good cloning and punishing bad cloning. And also allowing possible sabotage with the cloning process for antags.

This is what I think cloning needs for sure.

Just like the OP says about cryo pods, but cryo pods are MENT to be non interactive in case medbay gets SWAMPED. Just put a player into a cryo pod or sleeper pod to keep them alive till you can treat em. It's why they were made.

Cloning IS needed in SS13 to revive dead players. Since SR is suppose to be a "secret chem"
But... having a "clone specialist" will now be a thing if there is some sort of process you gotta keep an eye on. Also pre-cloning was used to speed up the process.. but naturally pre-cloning can come with defects and damage by default.. thus now having a cloning expert.. will mean pre-cloning is just for fast revives, but not the most optimal outcome.

But by just nerfing and making cloning less powerful without an alternative... will just be bad. Maybe some necromancy doctoring is needed.. would be funny to revive a corpse that constantly needs medication to not fall appart XD
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#7
(06-12-2024, 06:08 AM)Glamurio Wrote: I want more weird birth defects, missing limbs and organs, spawning as weird mutant races should be the norm, that gives everyone a motivation to avoid cloning at all costs, especially on RP.


We once had cloning defects that actually made cloning actually punishing and a tradeoff.

People were mad sbout it and complained so much that we got the negliceable cloning defecrs we got today.

Cloning should be a coin toss. I shouldn't be able to get cloned 3 times in a round and maybe be missing a liver or some minor inconvenience. Would have lost that at my next trip to the bar anyway.
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#8
(06-12-2024, 06:08 AM)Glamurio Wrote:
(06-10-2024, 03:07 PM)Snowy Wrote: Doctors need better access to alternative methods of revival other than cloning. In its current state, cloning is so powerful to the point where it can be more efficient to use than treating people regularly, but it can’t be nerfed in any meaningful way because its pretty much the only way to revive a dead person. I also feel that it can often make the doctors’ jobs redundant since anyone can use the cloner and, 9 times out of 10, the patient comes out of the pod exactly as they would if a doctor went through the trouble of actually healing them. I think it would be interesting if doctors started out with a dropper containing 5u of strange reagent and made cloning not so absurdly powerful. Cloning should be used as a last resort, not the most efficient option.

Embalming fluid needs to be used by medbay staff more often, but there is only a 30u bottle in the morgue. That needs to change, especially if SR revival becomes more commonplace as I am hoping it will..

yeah the Port-a-Med is kinda ridiculous… I wouldn’t be opposed to changing it.

Pharmacy is kinda in a weird spot. It kinda sucks that it takes away from potential chem requests, but at the same time there wont always be chemists willing to take requests. In fact, it’s kinda rare to see a scientist taking a request. Perhaps a dedicated chemist/pharmacist role should become a thing, or maybe give MD access to chemistry instead.

The dialysis machine stops the absurd tox damage from missing/dead organs. It makes surgery actually doable.

Roboticists’ only purpose in life is to put borg modules into the computer, and to me that is tragic.

If there is one change that needs to be made for medsci, it would be to STOP PUTTING THE MONKEY PEN NEXT TO THE OPERATING THEATRE. I CANNOT STAND NEEDING TO PRINT OUT TOOLS EVERY TIME I PERFORM A SURGERY BECAUSE MONKEYS STEAAL THEM NONSTOP AAAAAAAAAAAAAAAA-

Hadn't thought about it, but your takes on cloning are very accurate. It is oftentimes easier to literally clone someone than it is to keep them from dying. This should never be the case. I also vehemently agree with SR becoming commonplace, that's a band-aid fix. Honestly, cloning should just be more dangerous. I want more weird birth defects, missing limbs and organs, spawning as weird mutant races should be the norm, that gives everyone a motivation to avoid cloning at all costs, especially on RP.

Ideally, there would be an entirely new method of revival to compensate for the cloner being nerfed, but I think SR would work just as fine. 

This probably wont be a popular idea, but I think a good way to nerf cloning would be to give it a small chance to fail entirely, rendering the person being cloned completely unrevivable.
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#9
(06-12-2024, 09:41 AM)Snowy Wrote: Ideally, there would be an entirely new method of revival to compensate for the cloner being nerfed, but I think SR would work just as fine. 

This probably wont be a popular idea, but I think a good way to nerf cloning would be to give it a small chance to fail entirely, rendering the person being cloned completely unrevivable.

Honestly, there's too many random and unstoppable things that can kill you, especially if you're not a veteran. Being made completely unrevivable is lame, I'd always at least preserve being borged. 

Alternate healing methods wouldn't be so bad, frankly. I just don't want to tie it to SR, but I could think of maybe including robotics more. What if instead of a full silicon, people could be revived via robotic hearts, so long as their corpse is fresh? Something like a post-mortem defibrillator. Another idea I like is "robot-human" hybrids; I'd suggested it before but it was denied for visual clarity, but I personally think it would be awesome to have your brain put in a robot head and then Frankenstein'd onto a corpse. It would also give robotics another little nugget of work, it would allow humans to continue being humans without being cloned, and it's most importantly just another way to revive.
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#10
I'd like to point out, SR is does not revive you if you get gibbed or blown up. Wich some jobs are prone to expirence... clone scanning and then being cloned is the ONLY way to avoid it.

I do like the robotic hearts revive too, but again.. that's a new SR problem. Maybe another chemical that could revitalize the brain and body to make it ready to be revived outside of SR could be made that requires a robotic heart to spread it to make it work.

But.. as I said.. nerfing cloning is buffing gibbing/exploding people is buffing changelings killing and absorbing players who are cloned scanned is buffing wraith's who decay bodies.

That is the underlying issue with why people do not think clone nerfing is needed. Especially since it's also a hot target for rampagers to take out.

If we want to revive players better... alternatives to cloning is one thing.. but we simply need to make cloning more interactive , while we can keep the automated version... if a manual cloning exists where you can pull off perfect cloning with 0 issues. Then you can NERF automated cloning and make defects more intense.

NOT: Here is another way to revive, so let's nerf cloning.
Since cloning is also insuring yourself from death by being pre-scanned and if you nerf that safety net... you will get miners who are prone to being gibbed on your butt.
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#11
(06-12-2024, 04:24 PM)Kotlol Wrote: I'd like to point out, SR is does not revive you if you get gibbed or blown up. Wich some jobs are prone to expirence... clone scanning and then being cloned is the ONLY way to avoid it.

I do like the robotic hearts revive too, but again.. that's a new SR problem. Maybe another chemical that could revitalize the brain and body to make it ready to be revived outside of SR could be made that requires a robotic heart to spread it to make it work.

But.. as I said.. nerfing cloning is buffing gibbing/exploding people is buffing changelings killing and absorbing players who are cloned scanned is buffing wraith's who decay bodies.

That is the underlying issue with why people do not think clone nerfing is needed. Especially since it's also a hot target for rampagers to take out.

If we want to revive players better... alternatives to cloning is one thing.. but we simply need to make cloning more interactive , while we can keep the automated version... if a manual cloning exists where you can pull off perfect cloning with 0 issues. Then you can NERF automated cloning and make defects more intense.

NOT: Here is another way to revive, so let's nerf cloning.
Since cloning is also insuring yourself from death by being pre-scanned and if you nerf that safety net... you will get miners who are prone to being gibbed on your butt.

Yeah, pre scanning should still be a thing. Maybe focus the nerf(s) on scanning already dead people? IDK, I think that may cause issues of its own.

I like your idea of making cloning less simple than pressing a button, but there still needs to be a good reason to use other methods of healing over cloning. I remember hearing someone bring up the idea of biomatter being more scarce of a resource. Although I’m unsure I’m not sure if that would be enough of a deterrent unless if it was completely finite.
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#12
(06-12-2024, 06:44 PM)Snowy Wrote: Yeah, pre scanning should still be a thing. Maybe focus the nerf(s) on scanning already dead people? IDK, I think that may cause issues of its own.

I like your idea of making cloning less simple than pressing a button, but there still needs to be a good reason to use other methods of healing over cloning. I remember hearing someone bring up the idea of biomatter being more scarce of a resource. Although I’m unsure I’m not sure if that would be enough of a deterrent unless if it was completely finite.

I have been interested in seeing changes to cloning as well. It is kind of shocking how many people either don't get scans because they don't think about it or feel it is inconvenient to what they're doing, yet die due to their job having risks (i.e. mining). I like the idea that penalizing people for not getting scans with possibly more defects should they be scanned dead.

I also like the idea of making cloning a bit more of an interactive process, perhaps one that can be done by anyone, but better done by anyone within medical. I've had thoughts on reducing cloning to medically trained personnel, but there are so many times when there are no doctors, roboticists, or willing geneticists to clone someone.

My thoughts on organ damage is that I think is that it's too easy to ignore entirely and absolutely too resource intensive to heal the organ, assuming you don't use either omnizine or calomel in conjunction with the cryotubes. With how long it takes to heal kidneys/liver with anti-toxin chemicals or the lungs with oxy chemicals, I've always thought it was weird to heal a lung that had been shredded by buckshot with just salbutamol or perf. Why not introduce surgery practice to mend the organs? There are quite a few doctors that are itching to do surgery at the drop of a hat, so this would allow for some semblance of it and could be introduced into the radial wheel system already put in place.

I think my final thoughts on medical is that I compare it to a Nascar pit stop crew, where the entirety of medical pounces one patient. The objective is to get them on their feet and out the door ASAP, but sometimes it feels odd that a guy rolls in on the verge of death [150 brute, 30 burn, 80 oxy] and can waddle away at full health in less than 15 seconds [I've even done the timer bit while in observer]. I have thought on this for a long time now and most ideas I've had on this have either just not sounded good to me or I have seen others suggest and got shot down.
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#13
(06-14-2024, 07:59 AM)Azurnite Wrote:
(06-12-2024, 06:44 PM)Snowy Wrote: Yeah, pre scanning should still be a thing. Maybe focus the nerf(s) on scanning already dead people? IDK, I think that may cause issues of its own.

I like your idea of making cloning less simple than pressing a button, but there still needs to be a good reason to use other methods of healing over cloning. I remember hearing someone bring up the idea of biomatter being more scarce of a resource. Although I’m unsure I’m not sure if that would be enough of a deterrent unless if it was completely finite.

I have been interested in seeing changes to cloning as well. It is kind of shocking how many people either don't get scans because they don't think about it or feel it is inconvenient to what they're doing, yet die due to their job having risks (i.e. mining). I like the idea that penalizing people for not getting scans with possibly more defects should they be scanned dead.

I also like the idea of making cloning a bit more of an interactive process, perhaps one that can be done by anyone, but better done by anyone within medical. I've had thoughts on reducing cloning to medically trained personnel, but there are so many times when there are no doctors, roboticists, or willing geneticists to clone someone.

My thoughts on organ damage is that I think is that it's too easy to ignore entirely and absolutely too resource intensive to heal the organ, assuming you don't use either omnizine or calomel in conjunction with the cryotubes. With how long it takes to heal kidneys/liver with anti-toxin chemicals or the lungs with oxy chemicals, I've always thought it was weird to heal a lung that had been shredded by buckshot with just salbutamol or perf. Why not introduce surgery practice to mend the organs? There are quite a few doctors that are itching to do surgery at the drop of a hat, so this would allow for some semblance of it and could be introduced into the radial wheel system already put in place.

I think my final thoughts on medical is that I compare it to a Nascar pit stop crew, where the entirety of medical pounces one patient. The objective is to get them on their feet and out the door ASAP, but sometimes it feels odd that a guy rolls in on the verge of death [150 brute, 30 burn, 80 oxy] and can waddle away at full health in less than 15 seconds [I've even done the timer bit while in observer]. I have thought on this for a long time now and most ideas I've had on this have either just not sounded good to me or I have seen others suggest and got shot down.

Organ damage is either completely negligible or YOU MUST REPLACE THIS ORGAN ASAP. I rarely ever use chems to heal organs because hardly ever see results from it. It would be cool to see more surgery-based treatments instead of just filling people with 50 different chems.

I kinda like how fast healing people is. Being forced to spend a long time in med isn’t fun and there are often other people waiting to be healed. On other servers where it can a bit longer to heal people, bodies start piling up and players start quitting the round due to how long the doctors are taking. The quickness of auto-menders can be a bit silly, but I feel that it is often a bit necessary at times.
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#14
As someone who has a decent level of experience in doctoring I want to give my 2 cents:

Genetics: I'm a big fan of genetics however I think it lacks interaction and is heavily RNG dependent, I'd make the genetic analyzer be able to scan people for potential genes and then going back to the console to get chromosomes from it and perhaps researching a random gene from the researched person's gene potential (won't research or give chromosomes if they don't have any potential genes).

Robotics: In my opinion there's very little to do as a roboticist outside of occasional surgeries and borg maintenance but I don't think they should be merged, just expanded upon to actually be useful for upgrading both borgs and AI in some way and contributing to upgrading some medical equipment.

Medical Doctor: Doctoring feels pretty bland in my opinion. I often see multiple doctors rushing to just serve 1 patient (yes I'm that doctor sitting and crying inside when people refuse to let me heal them) and I do agree it's mainly because medkits are plentiful (and stupidly overloaded) so you will often see someone pick up a medkit and heal themselves up or take countless of medical chems scattered around medbay instead.

I believe right now medical is overloaded with chemicals and equipment roundstart completely nullifying any need for a doctor. Things like health analyzers, analyzer upgrades and hyposprays should be moved to the fab and have similar level of barrier to getting them as mender so mining is pressured to actually do their job. Pharmacy should get either merged into chemistry and a dedicated chemist role should be created or pharmacy should simply be made into a sub-department and have a pharmacist role created instead. I always wished for there to be a pharmacist job since it's the kind of role I'd actually love to play as and can't wait till a dedicated job like that gets added.

Small tangent time:

Medical modules for borgs need to be nerfed because they're carrying more tools than any doctor ever did and generally outperform regular doctors.

Sleeper pods and it's porta counterpart in my opinion should not heal people and instead should put them in suspension/stasis for a doctor to process the patient and/or do that while slowly healing them back up (that way people aren't kept in there forever if a doctor can't reach them), they generally heal people fully up and anyone can use them willy nilly.

Cryo tubes are a necessary evil sadly if the patient is in deepcrit otherwise you're risking an unfortunate deathroll RNG. Cloning is doo doo but right now it's essential since the only other revival method is begging both the director and bartender to give you ingredients to make strange reagent. Until more methods come we're stuck with what we have and I have to agree I've changed my mind a bit about cloning, it's just necessary for it to exist right now.

Also made you read another essay smile

(06-12-2024, 06:44 PM)Snowy Wrote:
(06-12-2024, 04:24 PM)Kotlol Wrote: I'd like to point out, SR is does not revive you if you get gibbed or blown up. Wich some jobs are prone to expirence... clone scanning and then being cloned is the ONLY way to avoid it.

I do like the robotic hearts revive too, but again.. that's a new SR problem. Maybe another chemical that could revitalize the brain and body to make it ready to be revived outside of SR could be made that requires a robotic heart to spread it to make it work.

But.. as I said.. nerfing cloning is buffing gibbing/exploding people is buffing changelings killing and absorbing players who are cloned scanned is buffing wraith's who decay bodies.

That is the underlying issue with why people do not think clone nerfing is needed. Especially since it's also a hot target for rampagers to take out.

If we want to revive players better... alternatives to cloning is one thing.. but we simply need to make cloning more interactive , while we can keep the automated version... if a manual cloning exists where you can pull off perfect cloning with 0 issues. Then you can NERF automated cloning and make defects more intense.

NOT: Here is another way to revive, so let's nerf cloning.
Since cloning is also insuring yourself from death by being pre-scanned and if you nerf that safety net... you will get miners who are prone to being gibbed on your butt.

Yeah, pre scanning should still be a thing. Maybe focus the nerf(s) on scanning already dead people? IDK, I think that may cause issues of its own.

I like your idea of making cloning less simple than pressing a button, but there still needs to be a good reason to use other methods of healing over cloning. I remember hearing someone bring up the idea of biomatter being more scarce of a resource. Although I’m unsure I’m not sure if that would be enough of a deterrent unless if it was completely finite.

What if everytime someone gets scanned a geneticist gets a request to decode a pretty hefty DNA sequence to ensure clone defects are minimized while rewarding the geneticist with a small material income? Bring back pre-nerfed cloning defects for non-sequenced clones in the meantime too. I really need to learn coding for all of my ideas.
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#15
(06-14-2024, 12:04 PM)Solwra Wrote: What if everytime someone gets scanned a geneticist gets a request to decode a pretty hefty DNA sequence to ensure clone defects are minimized while rewarding the geneticist with a small material income? Bring back pre-nerfed cloning defects for non-sequenced clones in the meantime too. I really need to learn coding for all of my ideas.

We already have the meme of "Genetics not caring"
And while I like this idea since genetics on the early round is super slow anyway so they will get people to clone scan and then uncode them for points.

I think Doctors are the ones who should do this.

This more has to do with the fact, we never hear genetics complain of never being able to do anything. More: "I can't do anything else."
Meanwhile Doctors and Robotcists are complaining: "We got nothing to do till a patient appears."
ESPECIALLY ROBOTCISTS. (unless yer an antag)

I do like your suggestion a lot from a logic standpoint, but at the same time...
How about we combine the ideas?

A minigame if the code has not been unlocked while cloning is happening, a scan for genetics to get stuff early on.
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