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Playbahnosh

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Everything posted by Playbahnosh

  1. That's exactly right, injector ports are exactly for the purpose of injecting life-saving medication in EVA, and if memory serves, hypos were able to do that, but was changed because.....who knows. Syringes still work, but borgs only have one for blood draws, their medicine dispenser only works through the hypo, so it's needs to work with hard/voidsuits to have any chance of saving people in EVA.
  2. And they can already do that. At their core, stationbounds are tools, made to fulfill a very specific purpose, and that's what makes them unique in this regard. A rescueborg doesn't need to do anything else, just be good a rescuing people from danger. Buffing them too much would make the role more fun, sure, but will immediately draw the ire of the people who ultimately brought down the fire axe that gimped them to this level of being nearly unplayable in the first place. I don't think any borg should be able to fly. It is a very realistic drawback of being a heavy, mechanical construct. The VTEC module also drains the battery like hell, it has it's comparable drawback, so it's totally what you're suggesting, it's just always on, which is way more preferable than having the annoyance of having to keep hammering an extra button all the time for the same result. It's just an added annoyance, while you would rather focus on navigating while pulling a dying patient on the gurney. I played stationbounds a lot, especially medical ones so I'm talking from experience. Most borgs are not unviable because they are slow or can't fly, their mobility is just fine. They are screwed because their proverbial hands are tied with having lost a lot of their tools and functionality to the nerfammer, that is necessary to perform the _one_ specific thing they are made for. Upgrades are nice, having a better light, being faster with VTEC or being able to move in zero G with the jetpack (not flying). But upgrades are a privilege, a product of the station's departments working together, and should not be expected every round. Mobility is fine. Trying to make them faster, tougher, being able to fly, etc would not make them more viable, just make people scream for the nerfhammer again, or at worst, the complete removal of synthetics. Let's start small and just give them back the tools to perform their basic funtion and go from there. Like I explained, you can't treat people through voidsuits. You can't stop bleeding wounds or inject any medication, and if you can't stabilize a person, they won't make it 2 squares, let alone to the mebay because brainmed. Literally anyone can take a void suit off an injured person but the very module that was specifically made to rescue people. Restrict everything else, but please make them able to take at least voidsuits off. Void-/hardsuits do have injector ports, but those only work with syringes, not the borg-hypo.
  3. I think the speedboost is redundant. Robotics can give borgs the VTEC upgrade which makes them way too fast already, at least on rounds where they can get their hands on some gold, which is not often. I'm totally good with that actually. Borgs don't really need to be faster, but they do need to be able to perform their intended function more than anything. Don't get me wrong, I want to have jetpacks as a borg, but it's not very realistic. Borgs are heavy and carry a lot of equipment, so being able to fly would need a pretty damn big propulsion system. That, and I don't wanna make borgs more OP, just more useful in general. The same for climbing ladders. Borgs are big and unwieldly, and while climbing ladders would be cool, it wouldn't be very realistic. Borgs are already fast and agile, they can use the stairs or the elevators just fine
  4. I've been playing stationbound quite a lot lately, and I've found that the Rescue module is in a very bad shape, and oftentimes completely incapable of performing the sole function it was made to do. So, here is a proposal to fix the rescue module back to being able to...well....rescue people. Borg-hypo fixes Currently, the rescueborg hypo has four meds: Tricord, Inaprov, Morto and Adrenaline. All of which have their uses stabilizing differently dying people, but with the addition of brainmed, oxygenation became paramount, and a critical patient pumped full of all four of those still won't make it. Dexalin needs to be added to the hypo so patients could have a chance to actually see the inside of the medbay before braindeath. The other major issue is, that the borg-hypo doesn't work through voidsuits and hardsuits, this needs to be fixed, so people suited up (EVA or otherwise) could actually have a chance to be rescued. Addition of a gripper Rescueborgs, as opposed to surgery ones, don't have a clamp, so they can't interact with anything other than dragging. But rescue modules need to have the ability to at least take off voidsuits (can't bandage bleeding wounds or inject medicine through them) and hang an IV, maybe even grab bottles/scan results, etc. Restrict everything else, it's fine, but this is necessary. Spectrometer Change the Advanced Reagent Scanner to a Mass Spectrometer. In nearly every single case it's more important to know if the patient has any foreign substances in their blood rather than knowing if a glass has beer in it. It's not very useful to know the patient's blood contains "100% Blood". A spectrometer would actually tell how and why they are dying, which is pretty important to know. This change needs to be applied to the other mediborg variant as well. Some more fixes would include the ability to store more than a single rollerbed, 2 would be enough for most cases, 3 max. I think the dropper and wireless charger can be removed, they serve no purpose. The flash can be removed as well. It's pretty much useless in stopping anyone anyway, and just takes up space in the inventory. That's it for now. I'll add more ideas later when I have time. Please let me know if you agree with these ideas or would like to change something. Thank you!
  5. And that is a huge problem! Powergaming is a player issue, not a mechanics issue. Punish the player, not the game! Good thing there is a system for this: rules and guidelines. Removing something because it could be abused, or people are not utilizing it as intended, is absolute nonsense. By this logic, you could remove 3/4th of the entire game right now. Heads being antags presents a very powerful way of storytelling in the right hands. Also, this is why head positions are whitelisted, right? So you can find the "right hands". Being a head is privilege one gains through a selection process. Therefore, you trust the people you allowed to play these roles to be able to RP in a good way that facilitates a narrative. If this is not the case, or there are issues with heads not willing/able to use the roles and tools at their disposal well enough, that's a HR problem, not a game mechanic problem. Either take a hard look at the whitelist process or friggin bwoink the living daylights out of heads who forgot their place and/or jobban them on the spot. Removing even the possibility for certain people to RP in certain ways, limiting everyone else's options and freedoms because some people can't seem to follow the rules is asinine.
  6. how about this: Medical: White - since it's the commonly accepted color of medical stuff, easy to see and identify. I think red for the secondary color would be good, it's a classic. Engineering: Orange - most construction/engineering/warning signs, it makes sense and easy to see. Yellow as secondary color. Science: Deep Purple - since it has been the Sci color since forever, why change it. Dark grey and/or Cyan as secondary color. Sec: oh, wait... Cargo/Mining: Brown - also the dept. color since ancient times. Secondary color gunmetal grey Janitorial: Light Purple - as above, secondary color is light blue. Service: Elegant Grey and Black - service was always greyscale, I think it fits.
  7. -1 No. How about we start fixing stuff instead of nuking and nerfing absolutely everything? 80% of this subforum is remove/nuke/nerf/gimp without offering a single thing in return or, *ghasp*, actually adding something. How about making the disabilities from loadout actually show up on the disabilities tab? It can't be optional or declared, because it makes no sense. Do you think a hyper-capitalist company like NT would just hire anyone without doing a thorough and complete physical first? Hells-to-the-naw! A handicapped/disabled/prosthetized person is a huge liability to a company, and you can bet your assets NT would want all that on record. Unless you can bring skills and abilities to make up for your disabilities, you wouldn't even work here period. So, yes, the disabilities tab should be fixed to work as intended and not removed. As for allergies, since there are no mechanics behind them, it can be left for RP purposes OR some allergy mechanics added maybe. Current diseases is only for RP purposes, which can be filled by medical during the round. It's mostly a leftover from when Virology, Genetics and Psych/traumas were a thing so this one is actually kinda redundant right now. But can be made legit again by actually adding some chronic diseases that are not classified as disabilities, such as diabetes, lumbago, seizures, migraines, tinnitus, etc.
  8. -1 I'm completely against this. Borgs have been nerfed and gimped to the ground as it is (and this a tendency for the entire game nowdays, but I digress), I don't think there is a legitimate reason for this huge restriction. First, and most obviously, this would make borgs totally defenseless. "But there's the flash!" - yea, don't make me laugh. Since flashes have been nerfed to the ground (they don't stun, they only blind for like 1 second and burn out after like 4 uses) using it on someone causes nothing more than mild annoyance, if anything. A flash definitely does not stop anyone who is hell bent on robusting you or someone else. Trust me, I tried, many times in the past few weeks: Robo-flash is completely useless for self-(or any other) defense. If you remove even the possibility for a borg to defend itself, it would be a disaster. I'm sure, a completely defenseless borg wouldn't be abused at all.... You can't be serious, literally anyone can validhunt! By this logic, since any race/character can hurt another character, the obvious solution is to remove everyone's arms, right? That would solve hurting others once and for all. Validhunting is a player behavior, so punish the player, not the game! Also, if you completely gimp borgs, then might as well remove the entire law mechanic, and just make them obey. Remove the "harm" intent completely, remove all the tools that might cause damage, and make it so that any movement or action needs to be pre-approved by nearby crewmen. "Mista', mista', could unit move a square in this direction m'lord?!" Just....no. This is a slippery slope I'm not willing to even look down. Hyperbole aside, attacking crew and antags can and should be a thing, if they are no longer considered crew due to hostile actions (or being intruders in the first place). Law #3 and #4 is a thing. This is a HRP server, where certain standards of roleplay can and should be enforced, and players are obligated to know the difference between violence and violence. Being cornered, or being forced into a situation where saving a crewmember requires kneecapping some foo', it should be possible. And yes, I also do think it should be bwoinked on a case-by-case basis. Disarming/incapacitating someone to save the station/crew from certain harm is a valid thing (or it should be) when it can be explained in context of the laws, but straight up murderbonering or validhunting (as anyone, not just borg) should not be. But this is a job for the mods/admins. All in all, bulldozing the entire fairground because someone once fell off the swing is stupid.
  9. I played with Luna in medical (as LEVIATHAN, as Kimiko and also as Jurgen). They're really pleasant to RP with and makes for good company even in slow Extendo rounds. They always take charge teaching residents, but they also let other people do jobs coming up if they want to. As the workaholic LEVI I (sometimes quite literally) yoinked work out of their hands a few times, and they were always a champ about it. Stays cool even in pretty stressful situations and quite good at delegating. I think they would be a great HoS, or any head really.
  10. We already have this. Cargo storage starts with a random variety of supplies, some of which is medical and can contain just what you described, bar advanced meds. You can rationalize this by the by the cleanup crew tidying up departments and dumping the stuff left by the previous shift into storage before the next one arrives. It sorta makes sense ICly. If cargo is competent, they usually sort the junk in the back and mail it to their respective departments. To include your idea, we could add a locked "Pharmacy" crate to the random junk in cargo that would spawn a few bottles of random advanced chems.
  11. Now see, I can get behind this. This is sensible. I always thought EMPs should stun synthetics and not outright murder them, causing temporary random malfunctions and not complete discharge of all electricals (no matter how realistically accurate). For IPCs, an EMP nade should completely paralyze them for a time and take some charge off their battery (definitely not a complete drain, more like 10-20% max). Bios with synthetic parts should lose the use of that limb/organ for roughly the same time. (If it's a synthetic heart...well...oof.) and should do the same for mechs and hardsuits.
  12. What do you know, overheating does everyone else damage as well! IPCs are borderline powergame-y already, and you wanna make them more so, by removing one of the two things that might pose them any real danger. I don't condone this.
  13. So your one single experience with a frag is now empirical evidence they are non-lethal and laughable, right. The past few months I've been fragged three times, and while not instakill, it is very much omae wa mo shindeiru because of shrapnel and blood loss thanks to brainmed. But this is not the topic at hand. IPCs have a different playstyle for a reason. They are hugely resistant to brute, don't breathe, don't eat/drink, can't bleed, take no brain damage, take no toxin or biological damage, no mental/psychological shit, all their parts are easily replacable, etc etc. The ONLY thing they are vulnerable to is heat, which is easily countered by a cooling unit, and EMP, which is astonishingly rare anyway. And you still want to be even more immortal. No.
  14. By that logic we should also remove frags, other grenades and explosions in general because it can instakill a human, and make it so sniper rifles only cause tickles. EMPs are rare enough as it is, and I really don't think IPCs need more buffing.
  15. So remove EMP, nerf lasers and mechs to the ground, make IPCs immortal. Gotcha. -1
  16. You can already order all that from cargo if it's not enough what the armory has already. Plus, I don't think anyone would choose just a crate of guns and armor instead of a team of highly trained ERT armed with said guns and armor.
  17. Full unlimited nightvision would be overkill. But a 2-3 block (welding goggles style) NV would be okay. I'd add eye damage and headache in reaction to flashes or bright lights, so you can't have it on indefinitely, but use it tactically. I'm not sure if the glowing eyes are necessary, it's too easy to RP away and it's a dead giveaway for meta.
  18. You're afraid more RP would happen on a HRP server? Damn, you're right, who'd want that?! "Millions of tools" as in...the kitchen knife? As a chef, I never needed anything else. The cookware and the ingredients are not dirty, and washing your hands every so often (as I already do as a chef, if for nothing else than RP reasons) would basically eliminate germs. No, the issue is when you're a doctor or an engineer doing a maint dive and come out covered in dirt, puke, slime, piss, blood and oil, and then proceed to wolf down a twinkie with the same gloves you changed the oil in the exo. A lot of jobs on the station are exactly like the janitor cleaning out a sewage pipe in terms of how dirty you get, and no one gives it a second thought because it didn't matter until now. Yes, that's called "drug-seeking behavior" and it is very common among addicts. That's why we have prescriptions. And that's also why lots of addicts fake injuries or actually hurt themselves, so they can get their fix at a clinic. This is one thing doctors actually have to deal with and they need to fix in rehab, so this is a pretty realistic scenario as far as RP is concerned. Infection as in that one single wound infection everyone keeps bringing up, that first needs you to get hurt really badly and then ignore that wound for a very long time to some actual damage. Please read my post again. No. Getting tired and hungry is not an injury. Overexertion, fatigue, strains, sprains, muscle and ligament damage, those are injuries. And these are even just for heavy physical work, I didn't even include all the mental stress factors or possible injuries in other workplaces. Right now, all being heavily encumbered does is slow you down a bit, but there is no downside to lugging a crate filled with a billion things through the station while running, or even lifting it on a table and such. I think cargo should get some pallet jacks at least.
  19. Sure, but wound infection require...well, wounds. When it's not one of the odd murderboner rounds, people rarely ever get hurt enough, and those basically never go untreated unless the person somehow goes SSD in maint or something. Sure, the counter is there, but it does nothing. Without actually triggering infections, it might as well be not even there. But since the mechanic does exist, why not use it? This is exactly the reason why I didn't. The word "viral" seems to trigger people into a friggin rage around here. I tried to discuss my suggestions in the discord a while back, and the second I brought up infections, people started yelling at me that I "want to bring Virology back" Hence the discaimer up there. I tried to clarify my ideas, but I just got shouted down with blind rage and I couldn't get a word in edgewise. So yes, I'm very reluctant to even use the word "viral" now, lest I invoke another lynching. So for the sake of all the post-Virology-PTSD-riddled spessmans, I'd rather go with bacterial, fungal and microbial, or just "infection". I don't want my idea reflexively shouted down because it reminds people of the horrors of having to sit in quarantine for entire rounds while that one person is trying to wrangle monkeys up in the lab. That's really subjective. For example, when I spawn Kimiko (my psychologist) and tape a few flyers around the station, I usually get at least one crewman who wants to talk, even on skeleton crew extendo. It's a mixed bag, because many times I'm just a low hanging fruit for antags (1-on-1, privacy window, far from everyone, etc), other times someone spills their entire life story and cries due to the catharsis of simply being listened to for once. It's not an easy role to be sure (and requires a certain empathy for real, not just mediocre bar RP), but it can be rewarding. Back when traumas and psych stuff were still in, people at least had a reason to visit the psych ward, so it was much easier to rope people into some RP when they were already there. But ever since the removal of everything psych related, the psychologist/psychiatrist became just a plain counselor. The problem is not the removal of traumas or mechanics, but the real world stigma of mental problems seeping into the game. I would axe the entire psych ward completely (with the idea described up there) and make a new therapist/counselor office somewhere near medical but not actually in medical. I found, that people are a lot more willing to talk about their mental stuff when their issues are not seen as a sickness that needs to be treated in a hospital. No one likes to think they are a clinical case (even when they are).
  20. I've been giving this a lot of thought recently, and I think medical needs some refreshing. The recent changes have bulldozed medical and it's mechanics to the ground, and made more than half of the medical wing completely obsolete. Psych disorders and traumas have been removed, making the entire psych wing abandoned/useless. The psychology/psychiatry roles have been nerfed down to basically a counselor, which we already have, but don't have a proper office for. Virology is out, along with all infectious diseases. Basically half the available medications in chem are redundant or useless. The addition of brainmed turned a mechanically diverse role of EMTs, doctors and surgeons into a frantic helter-skelter of trying to fix any little stubbed toe before they turn into a vegetable. Not to mention turning cryo tubes from a life saver to a veritable death sentence. Aside from action heavy rounds, bullet extractions and the odd miner taking a tumble, medical has literally nothing to do but sit in the lobby and occasionally yell at people for suit sensors. So I present a tentative plan to revitalize medical a bit, get them more involved in the station's life and bring back some much needed RP. I don't wanna create multiple threads for this, so here they are: Bring back infections! Before you start frantically typing: no, I don't want to bring Virology back! The old Viro really had to go, it was boring, needlessly complicated and trapped people in isolation for way to long. What I'm thinking of here, is simple infections that can inconvenience people, but only very rarely debilitating and can only get life threatening if left untreated. Think of stuff like simple staph/strep infections with sniffles, coughing, etc. Just a mild inconvenience and wouldn't really bother anyone in their RP much. Easily treatable with a dose of anti-biotics. However in some cases when left untreated it can get worse: high fever, throat inflammation (you can only whisper), dizziness and stomach issues. In very rare cases when untreated, the infection could spread around the body and start causing damage to organs. Other kinds of infections could present different symptoms, like fungal or microbial. It could start as a rash with itching and sweating, joint pain or cramps, muscle spasms (you randomly drop stuff from your hands, or take a step in a random direction, etc). Now, unlike old virology diseases, these would be easily treatable with the right medication. No need for quarantine or lengthy vaccine development, just a pill and some cough-syrup from the pharmacy. Also the disease would be a very slow process, giving you ample time for a quick visit to medbay, and will only get serious if you deliberately ignore the symptoms for way too long. Again these infections are to mildly inconvenience players into a quick trip to their favorite GP, giving medical something to do and RP, but not to break your own RP for hours like the old Viro did. Also, these wouldn't transmit to other crewmembers easily, only with prolonged contact or through blood, etc, so don't have to worry about huge pandemics. The random infection chance should be pretty low, you would only get the sniffles maybe every 5-6 rounds, and you can even lessen the chance with good hygiene, maybe even vitamins from fresh food or supplements from medical. Speaking of which... Make personal hygiene cool again! Connected to infections above: hygiene should matter! We have sinks, showers and washing machines, but nobody ever uses them because they do nothing other than provide water. Let's make them do what they're supposed to: keep you clean and healthy. You would be more likely to get an infection if you work in a dirty/toxic environment without protective clothing and handle a lot of icky stuff. Washing your hands would drastically lower the chance of you catching something. Especially handling food with dirty hands/gloves would almost guarantee some degree of food poisoning. Also, if you walk around for a long time in dirty, muddy, bloody, oily clothes, the chance would gradually go up, so taking a quick shower and cleaning yourself up should actually mean something. Even a spray from a space cleaner would do it in a pinch! Which reminds me: The Janitorial staff would finally be important again! Keeping the station clean and tidy would drastically reduce the chance of any infection or illness for the entire crew. Surgery is the last resort! Random serious illnesses that are only treatable in surgery should be reduced. Not only they take people out of their RP flow for a long time, they are hard to treat if no capable medical staff is present. Appendicitis has recently been readded, but it happens way too often for how serious it is. If not rushed to surgery fast enough it can kill you. Since medical is a ghost town nowdays, there aren't always a surgeon on duty to treat these cases. I do think we need to lower the chance of randomly getting very serious illnesses like this, but I also think we need more of them! Stuff like pneumonia, arterial blockages, deep-vein thrombosis, maybe even stuff like stroke or heart attack. Getting one of these randomly should be a very low chance for the indiviual crewmember, maybe once every 10-20 rounds or so, but it makes it so when it does happen, it's "special" and needs to be taken seriously. Also, on high-pop rounds, statistically medical should get at least one or two of these to they can flex their life-saving RP even when it's not NukeOps. Job-related medical issues! This is a tentative one, because it would be hard to code I'd imagine, but nevertheless: We already have some job-related stuff, like miners falling in holes and engineers baking their eyes with the blowtorch, etc. I'd like to expand upon this and bring in some new, avoidable but also potentially debilitating medical issues (much like falling holes and cooking eyeballs). Like doing, heavy, strenuous physical activity like mining, lugging around and lifting heavy equipment like cargo or engineering, or even running around for a long time, should carry it's own dangers when done in excess. Muscle and joint strain, sprains, fatigue, etc. Your body should alert you gradually, like "you're out of breath", "your body is starting to ache", etc, so you can't say you didn't notice. If you keep pushing your muscles would cramp up and you'll fall, you could even get sprains or tear a ligament, etc. Taking a break for a minute should make these go away and should only get worse if you keep ignoring the warning signs for a very long time. Again, this would be easily avoidable and it would be hard to really hurt yourself this way, but you could for RP purposes or by not paying attention at all. Addictions and rehabilitation! Kinda speaks for itself. With traumas and psych stuff removed, the psych wing is pretty much obsolete (not that it was ever really used to begin with). With relatively few alterations, it could be turned into a pretty decent rehab and physio-therapy center. The first one would be to add addictions, like alcoholism, tobacco and drug abuse, maybe even meds and painkillers. You could start with addicitions from the loadout, or get them by abusing these substances very heavily through the round (sensible use should not trigger addictions). Being addicted means, that you can't go very long without feeding your addiction, or you'll start getting into withdrawal: rapid heart rate, elevated blood pressure, sweating, spasms, pain, blurry vision, stuttering, etc. There would be meds and tools in the rehab center to get you through withdrawal, which shouldn't be a very long process, but it shouldn't be instant either, to allow for some RP. Alternatively, addicts could RP the hell out of their alcoholism or painkiller addiction, to each their own. The other side to this is physical rehabilitation. Suffering a huge accident, losing a limb or three, even when high-tech robotic prosthetics are available, you shouldn't instantly start running marathons right off the OR table. Parts of the old psych wing could be repurposed with a gym, walking rails, arm bars, etc. to facilitate recovery. A new medical role could be made for these: Rehab Specialist/Recovery-Therapist. This would be entirely voluntary, as to not break RP after someone's leg is shot off in a huge firefight and wants to get back into the action after slapping on a robo-leg, but it would be an option to further RP their recovery process in Extendo for example. Limb changes are already available in loadout, so one might even RP a patient who arrives to Aurora just to complete their physical therapy or to check themselves into rehab. Repurpose cryo tubes! Cryo tubes have been the bane of medical for a long time. Either they are 3stronk and the be-all-end-all means of fixing any ailment under the sun, so you can skip all other treatments and just chuck people in there to get them magically healthy again....or, they are completely nerfed into the ground and with brainmed in, they do more damage than heal. I propose a middle ground: make cryo tubes actually cryo people, as in suspend them and conserve their condition, stabilizing them and vastly slowing any degradation that might otherwise occur, which would restart the second they are pulled from the tank. This would be really handy in a triage situation when doctors' hands are full and they can't possibly deal with all the dying people. So you can yeet them in the tank, and give them a fighting chance for when you are actually able to deal with them and not just let them pitifully expire in a corner somewhere. This could be used to keep people in the round and don't toss them from the round because they caught a stray bullet that wasn't meant for them or something. I understand many people don't like medical RP. That's the reason I tried to make these changes/additions as un-intrusive, mildly-annoying, avoidable or even completely voluntary. I know a lot of people basically hate medical and would sooner see the entire department yeeted into space rather than developing it further. I understand a lot of people see injuries, illnesses and medical conditions as intruding on their personal RP and going to the medbay is a chore when you'd rather be having fun somewhere else. But medical is an essential part of the station and the game, and should be given the same chance to RP as other departments. These suggestions are a way to give medical peeps just that.
  21. The toilet in the engineering head has no door lock (and the door should maybe changed to the toilet door type).
  22. And that's totally fine and in-character when you are faced with a triage situation where lives are in immediate danger. Not so much with a simple runny nose or a broken leg. Yes, medical can be a really frustrating role to play. But that doesn't mean you're allowed to half-ass it. I understand, that the medical role is very mechanics heavy and has the learning curve of a brick wall, even moreso than other roles. That's compounded by spessmans' clunky controls and lag, and as a doctor, you often fight the interface more than the injuries of your patient. Add to that, that medical is a very 0/1 role that is largely dependent on the gamemode. With action modes, medical comes front and center to save lives and patch people up, while in Extended they usually have absolutely nothing to do barring someone screwing up royally in engineering or a miner taking a thumble and such. I played medical a LOT, and it's always the same story. It's okay in the first 10 or so minutes while you set everything up in the ER and if you have a chemist, they are done with the usuals. But after that, it's just hurry up and wait. That's why medical is usually understaffed (or empty) on Extendo and other "slower" modes. People only jump into medical when they know shit's gonna go down and they get to play the hero. Quite understandable, you don't go to play games to get bored off your ass. But that's just how the medical profession is, it's rarely ever fun or exciting, and when it is, you don't get to enjoy it much because you are busy saving people's lives. People, who rarely even throw you a "thanks doc". Medical is a very unrewarding and thankless role most of the time (quite like in real life), where even when people show up, they mostly have the mentality of "fix me up and lemme go already, I have fun to have elsewere!". Even if, as a doctor, you try your damndest to initiate some RP, that pisses them off even more, because they see it as you wasting their time. Not once have I been LOOC'd to hurry the fuck up, or had literally dying patients crawl on the OR table and put the anesthetic on themselves just to get it over with. And after a very long, major surgery, they immediately jump up and run out. Every other role is severely bwoink'd when you go full meta/powergame, except this one, because as you mentioned, a lot of people see medical as "the (un)necessary evil". True, the medbay is the only place on the station where people never (or rarely ever) go on their own volition, but IMHO that doesn't mean you get to ruin the RP, especially on a HRP server. I had patients rolled in all the time in critical condition, with severe injuries (but fully conscious), and they just lie there, silently. Even when the game is screaming at them in huge red texts that they are in unimaginable pain. Some of them quite literally AFK and go do something else while their characters are put back into "working order", and it's very sad and demeaning to their attending. It's really hard to force from the player side, because how would you justify ahelping someone who just wants to go back to playing the game they joined for. Hell, I had people ahelping me for taking too long fixing their popped lungs or broken spines, etc. But the same thing goes for some doctors, who just simply go through the motions. I roll in as a patient, screaming and writhing in pain with serious injuries, and the doctor literally yells at me to "shut up!", then start injecting me with god knows what, dragging me on the floor, throwing me into scanners then yeet me on the OR table without as much as a word. When I questioned them in LOOC, they got angry because my pain/injury RP annoyed them. I mean, sure, you can't expect incredible RP from every doctor, but this (or versions of it to some degree or another) happens with alarming frequency sometimes. If nothing else, people should give it at least some effort. I know very few people actually likes RP-ing medical on either end, but given this supposed to be a HRP server, at least some degree of medical RP should be enforced I think. Especially with all the updates and tweaks to medical, it's sad to see it go to waste and used as a glorified health vending machine, from both sides.
  23. "You should expect to die at any time without any reason" is not a valid thing on a HRP server like Aurora. Sure, I would expect to be randomly gibbed out of the blue on a no-RP meta server, but definitely not here. People come here because they want some semblance of realism and narrative in their game, and people like me actually enjoy RP-ing medical stuff, injuries, etc. But that needs players in medical who actually want to RP at all, and not just silently jab you with needles or yeet you on the OR table without as much as a word. Bedside manner is part of RP! And that brings me to my main reason: the RP and SS13's actual gameplay. Yes, realistically people can die instantly, from pain/shock, and bleed out in seconds if the wounds are dire enough. But on a HRP server like this, instant death from a shot that wasn't even meant for you just kills RP. Sure, you can just file these away as "collateral damage, cope!", etc, but that's not a valid reason. By just the raw mechanics of the game, even if medical can be made aware of the injury, by the time they can respon and actually start to stabilize someone, they are long dead. Hell, with the current changes, people would die half the time even if they got hurt in the middle of Medbay, let alone a clumsy miner out on the 'roid. RP-ing fights, injuries and medical stuff is a huge part of this game, and we gotta at least give people a chance to be saved and RP. I'm not saying death should be made impossible, but instant death or migh-as-well-be-instant omae wa mo shindeiru type deaths should be reduced. Again, I (and I think most people) don't mind being taken out of the game and spend time in medbay while the docs desperately trying patch me up, if that means my injury results in quality RP and I can take part in it. As it's been said, dead bodies don't spark nearly as much RP as someone teetering on the brink, and with a great save from medical you can even come back and play the person with the near-death experience. In short, instead of instant death change it to knockouts and debilitating injuries, make medical work for their pay, spark RP and let them feel horrible when they lose a patient as opposed to "well brainmed is brainmed, nothing to do, you ded".
  24. Exactly that freedom is the issue here. For some people, it's a great outlet to let their RP shine. For other's it's a chore to try and RP something they are not proficient doing. For the rest, it's a straight up dealbreaker because they either prefer more action-oriented game modes or they are just here for the glorious Extended and just wanna play as a simple janitor, miner or whatever in peace. You can't really force people to do such intensive RP that rev requires if they are either unable or unwilling to do so. Cult is a lot easier and a lot less demanding in this sense, since you don't even have to RP much if you don't want to, you can just yeet people into maint over a conversion rune and be done with it, and just go through the motions of summoning the DestroyStation.exe or die trying. Rev has no end goal and no established mechanics you can ground people to, something they can hang on to if they are either not good at or unwilling to RP that hard. Some people actually want to play rev, but they rather don't do it because they are not sure what even to do. I that's the major problem we need to change, add a sort of scaffold to rev.
  25. First of all, mesons are no longer a thing (I want my ore visor back you hacks!!!), but if you could see through walls, all the antag would see is a plain room with a terminal in it. It's like the most uninteresting thing ever since almost every room on the station has a terminal in it. And the door will be obviously bolted, maybe with engineering tape on top for good measure, no one's gonna just "randomly waltz in". There are lots of locked and taped doors on the station and no one even spares them a glance, because it must be taped and locked for a reason, maybe it's vented or full of junk, who knows. No one's first thought gonna be "oooh, I bet there is a super secret research server inside". You see, I wouldn't even dream of trying something like this on anything other than a HRP server, where you can at least largely expect people to play by the rules of not knowing stuff IC-ly they are not supposed to. But here, I think this could be really fun. Also, the bioscanner is only to access the console, not on the door. It would be pretty stupid to have an obvious bioscanner lock next to a "completely uninteresting" room, right? It would also make it way too easy to find the room, since it would be the one with the obvious bioscanner. I like the idea of the server room being in random locations each round, but being only accessible through the teleporter is a huge overkill. That would disqualify a lot of antags roles and put not-so-experienced players in a possibly impossible situation. However, giving it some thought, I think the construction level could be excellent for this purpose. There could be like 4-5 places the server room could spawn randomly each round, and even realistically it's an excellent place to hide something like this in plain sight, in the middle of piles of condemned, half-vented corridors and rubble. Quite the contrary, that's the entire reason I want the AI to not know what's inside. Given a direct order, the AI must obey command staff, be the real deal or hacked privileges or lings or tater captain or...you know. I actually want the AI to be able to unbolt and open the door, but since it has no connection to - or even knowledge about - any research server inside, it won't be able to help unlock it. In certain circumstances someone might even enlist the AI's help in figuring out how to access said data, which would be pretty interesting IMHO.
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