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Everything posted by CatsinHD
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Medical Paperwork Overhaul: First Re-Formed
CatsinHD replied to 20nypercent's topic in Guides & Tutorials
I forgot to post here, but for anyone curious, CCIA has incorporated a few of the forms here into the form database. Physical Evaluation - In whole Quarantine Intake - In whole Run Report - In whole Medical Treatment Waiver - In whole Identity Confirmation - Sort-of in whole The rest of the forms follow the current in-game forms very well in either format, content, or both. The five above were just the ones I saw that either should be added (such as Quarantine Intake and Run Report) or had simply better content. The changes were approved by 20% and Bear, and are available in the in-game messaging console. Note: While we did use the forms listed here, the headers were changed to stay in-line with the rest of the forms available. However, if you prefer the headers that 20% made, feel free to use the templates listed here. They should, for the most part, work excellently.- 1 reply
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It is currently listed as a project on the github. Iirc, Matt is focusing on getting Odyssey working and finished before working on the Medical Overhaul. So while I wouldn't encourage letting that stop all changes to medical, I also wouldn't call for drastic changes to a system that will likely be completely ripped up. Suggestions Anyways, some other suggestions: I second Sniblet's flavor text/set pose for medical scans. Allow for general and per organ and limb. While not mentioned at that moment, it would be a boon for certain antags who go for more medical mystery and such Could also maybe tie into autopsies, but autopsies afaik is eldritch code Offer some exam equipment, like reflex hammers (or shit, just let the stethoscope do it), those little ear checker things, hearing test, eye test, etc. Something to allows physicians to complete physicals (and maybe make the exam room useful). This can come with an overhaul to the medical exam form if desired Theoretically, you could have fluff-issues that are set in character setup that can be affected by equipment in-round. Something like a stomach ache, chills, what have you. The diagnosing equipment (which would NOT be a body scanner) could be a physician-only type deal Give physicians equipment to diagnose infections, whether it's through blood testing or some sci-fi scanner thing. DO NOT put it back into the body scanner. You can still ID infections from the symptoms, so solo/dead-med is still capable of finding it, but the physicians can do it faster, with more precision, etc. You could maybe even give them some sci-fi shit that handles infections without (much) side-effects, maybe does so quickly, and give theta some nasty side-effects These are the less intrusive/additive ideas I had. Body Scanner Another thought, which is a little more to test the waters of a concept I had: Limit what the scanner sees. The body scanner is essentially "A CT and MRI scanner shoved into one futuristic bed and console, and so much more!" (Guide to Medicine#Body Scanner). So, make things more vague. Fluff up what it reads out to you, and remove certain info. For instance, nuke anything that is found on the hand scanner. This is: Brain Activity Physicial Trauma Blood oxygen Blood pressure Blood Volume reagents present etc The scanner should show ONLY: Internal bleeding (optional, maybe? Give some other method to detect it?) organ damage fracture tendons (same as internal bleeding, maybe) foreign objects With these flags, the info given should be vague rather than exact "minor, moderate, major" and stuff like that. You could even remove individual organ listings to instead have vague damage reports in the region, such as: "Organ damage present in the Upper Body. Unsteady heart rate. Elevated blood coagulation in the Left Leg." I'm not a medmain irl so take it as you will. Obviously in-game med mechanics shouldn't be 1:1 irl stuff, but it can help focus things. I have some other random thoughts and ideas and such, most of them not fully formed. It sort of edges on being a med equipment rework (giving methods to detect X Y Z problem, and making the scanner just an organ and bone damage detector). To not make a long post longer, I will move on. Finishing comment Before I go, I will add something that applies to every department (looking at you investigators and wardens), but ESPECIALLY in medical. If another role is taking away your gameplay when they should not, such as a surgeon/paramedic handling a GTR case or an investigator/warden carrying out arrest warrants*, AHELP THAT CHARACTER. It is not allowed. I have seen plenty of players get talked to about it, and at least 2 job banned for it. *Exceptions apply, such as when there are no physicians or no secoffs present/in-round. However, it never hurts to ask a mod or admin.
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Ironically, I hold the opposite position. I was always annoyed how little the Horizon being a ship seemed to not matter in the slightest for 8/10 rounds. The Aurora had a reason to exist, it was a mining and research station (even if mechanically research was rare lol), but the Horizon isn't as precisely defined. It's the SCC's general-purpose, force projection, and exploration ship. We're a discount USS Enterprise from Star Trek. It felt weird, then, that most rounds were spent barely considering what happened outside of the ship for all but the Bridge Crew, Xenoarch, and miner. Sometimes the xenoarch (or the miner if they're injured) would rope in 1 or 2 other departments. While I agree to an extent that I don't want to completely steal the focus away from the Horizon, I feel there's a better way to tie things back to the Horizon while not relying on everything happening on the ship. Whether it's as a holding cell for arrestees, a hospital for those who need it (and aren't critical), or for supplies, but that is something that can be worked on as Odyssey matures (and is why I am writing this post, so matt sees it as well as you). And, regardless of what mission the crew is on, you'll always have passengers, off-duties, and over-map ghost spawns (who might need a review on their rules) who can use the service and recreation facilities, since that's who they're for to begin with. NOW, that does not mean there shouldn't be overmap Odyssey missions like you missioned. Those would be pretty cool and I'd like to see them. There's a lot of potential there.
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Before I start, I should add a few qualifiers to my post. 1. Didn't playtest or observe 2. Don't have the energy to sit and go point by point to talk about things So I am going to make generalized statements about things I have seen, and add my thoughts. To address the elephant in the room. I think, whole-heartedly, Odyssey should be a project that we focus on and see through to completion. It is evident from the past years that trying to balance and advance the sheer scale of antag types we have is un-sustainable without SOMEONE being pissed off (balance for merc, tator is hurt. Balance for tator, merc is hurt). Odyssey is not the cure-all, it literally says that in the document (and I would recommend people re-read it as a refresh on intent as the discussion continues). Security getting all the love is something that will take more time to fix, HOWEVER, storytellers and some mission designs can help account for this. Example: The Horizon must assist X ship experiencing a Y gas leak. Medical needs to treat the injuries, security needs to provide protection, and engineering needs to assist in sealing the leak. Operations should support by ordering Z specialized equipment. This is just an example, it doesn't need to be comprehensive. As was mentioned by Fyni as I wrote this response, Odyssey is not meant to be high-intensity every round. It can vary just as much as Secret can. We saw this with Dynamic and see it now, there is flexibility in how the round plays out. I will say, Storyteller's should have the ability to gage how intense players IN ROUND (not ghosts or lobby sitters) want the round to be. Regardless, for the most part Odyssey is not Steel on the Horizon (or whatever that arc's name was) intensity at all times. Even assuming it was, players can still vote extended or secret as a break. Now, how to limit Odyssey... either let players vote on what size map they want, let the storyteller choose, or just rely on players voting in odyssey via democracy when they so choose. Having scheduled times for X size map feels a little... meh, and honestly feels limiting for the Storyteller's too (assuming one is present), but I can see the case for it and would be willing to hear it out. I didn't go over a few other issues I had when reading responses, namely the Intrepid and the "militarization of the Horizon". The latter shies away from the purpose of the thread, and has a larger debate than just Odyssey. The former is out of my wheelhouse since I didn't play.
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TLDR; It's a difference of approach imo. They're the middleman meant to manage the GTR and make the medbay run smoothly. As Wezzy said, jack of all trades. This is actually false. CMOs, by default can NOT do advanced chemistry. In fact, it is questionable if CMOs can do basic chemistry. The exceptions to this are CMOs who come from a pharmacist background. It is the same deal for a CMO coming from a physician background doing neurosurgery. That isn't allowed and is ahelpable. As for the OP, I think some of the issues are really just a different approach to the role. Outside of Paramedics participating in borderline powergaming, which need to be ahelped b/c that shit isn't fun for everyone else, Physician is the middleman. Their entire focus is managing the GTR, and managing patients. In fact, on high-intensity rounds when we have a lot of patients I ADORE physicians as a paramedic because they can manage patients who are post-surgery, waiting for surgery, and just came in and need to be "processed' (yes I know my language is very industrial and clinical). As Wezzy mentioned, when things are not batshit insane, it's kinda on the player to find RP opportunities. It's the same for every other position in medical, in the end. In these times, though, the lanes that medical has that cause oh so many debates really shine. Surgeons are surgeons, they don't belong in the GTR. Paramedics don't have M.D.s, they need to stay away. That patient is YOURS until you hand them off to either go home, get surgery, or whatever else. Take advantage of that, and make sure everyone else respects the lanes. Before I end off my ramble, I want to circle back to the paramedic issue, because I am a Paramedic main and it boils my blood sometimes. This is sorta an on-going discussion, it feels like, but seriously. If a Paramedic brings a patient back who has already been given buta, derm, and/or pneumalin and fixed basically the entire issue, ahelp it. It is ruining the fun for physicians when the entire job of the Paramedic is just to stabilize and return patients, NOT to treat them. The exceptions are emergencies, like away-missions and the like. Paramedics are not doctors, they should never be as effective as one.
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I have minor disagreements with how some aspects of the job are categorized here, and really disagree with removing prosthetics or mechs. Everything a machinist does is within the scope of mechatronics/robotics, and is one of the few jobs that manages to actually have a job in-line with their education. I would hate to see some of these aspects removed for a job that already struggles to keep enough gameplay (at least when I used to main it). I would normally avoid bringing in other topics that are outside the scope of the thread (adding ZH in this case), but I'll do so anyways since it's already been brought up twice. Machinists are best put in medical. They are doctors for robots at their core, both IPCs and stationbounds, and have a heavy hand in implants, augments, and prosthetics which are primarily used in medical. Mechs/hardsuits are the only part which doesn't fit, but in all honesty, it doesn't matter. Mechs/hardsuits don't fit anywhere but machinist, meanwhile the rest of machinist is better attached to medical who most often calls upon them for X organ or Y prosthetic or Z dead IPC. HOWEVER. Moving the machinist's department is already a long enough discussion as is that is not within the scope of the thread. It is simpler and less intrusive to either: A. Deal with no ZH roboticists. There can be lore reasons, or it's handwaved as many things are. B. Add ZH to machinist
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tldr; I'm in support. It makes sense in lore to allow ZH employees to be machinists. Among the many things that make me rant (including the name of machinist), the position of machinist itself within the departments is one. I agree completely that ZH should be allowed to have machinists. The 2 major factions producing prosthetics are, quite literally, ZH and heph (we ignore EE since they are unplayable). Open the prosthetics selection. It's either a ZH affiliated prosthetic, heph affiliated, or unbranded (synthskin is questionable). I think, in lore, ZH has a stronger connection to robotics compared to the other corp in the machine shop, OE. Not to say I want to see OE removed. I think it is a great option, but ZH has a very strong connection to robotics that is criminally ignored with their exclusion. Mechanically, I would love to see pink labcoats in the workshop. I pray the maintainers don't shoot this down.
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COMMENDATION REPORT - 09/03/2466
CatsinHD replied to The_Ill_Fated's topic in Archived Commendations
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It happens. Basic level access to a department is, frankly, the bare minimum anyone in said department should have. If you're an assistant specifically for that department, you 100% should get it. Still got my support for the concept either way (especially if someone is able to sprite new uniforms...).
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The janitor has a pretty wide access net all things considered (basic level access to most departments is nothing to scoff at). In all honesty, if it weren't for previous discussions, I'd actually suggest just giving each department its own assistant role (exceptions apply) and just remove the basic assistant slot (although keeping it is fine for brand new players, I guess). I'll leave that to maintainers to figure out, in the end. On another note, I honestly don't mind this. It would be a little difficult to define exact duties, which muddies the waters a little in some departments, but these are things that can be worked out over time. I think a shining example of how this sort of thing could work out is the Diplomatic Aide role. Despite being somewhat rare, when in use it seems to go quite well.
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I am actually going to HARD disagree here. Landing and in-atmosphere operations can certainly require vision out of a viewing port, however operating within space itself is very much reliant on computers and screens because of the relativity of everything. Space is incredibly massive. Unless you are within spitting distance of another ship (which is not very safe unless you're landing or docking), you are likely not going to be able to see them with near enough detail. That is why I focus on the consoles, because the ship sensors and flight controls can see FAR more than what you can. This is already a fact of life for current space flight. BUT, vision is necessary for landing, docking, and arguably reading flight equipment, so it doesn't matter in the end. BCs having perfect vision is a better choice. Fortunately or unfortunately, they're something that are also ICly entrenched. If/when it gets reflavored as some other system, I'd be up for changing the requirements, but as it stands I'm still not a fan.
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I'm not gonna get too in-depth with my thoughts on this, since buy in large I don't really have too strong of an opinion on whether certain jobs have expanded to restricted requirements. I will go ahead and say that dystopia has nothing to do with this. The issue with the Horizon is that it's a ship, a hazardous environment even in the 2400's. But we're here to play a game and make a character. I mainly have these notes to say: Consulars/Reps shouldn't be blind. Records are fine, there's probably some functionality for feature narration, but they have to be able to write, send, and receive faxes. We can argue until the cows come home whether faxes can be offered in brail, but writing and sending them is a different ballgame. I have no clue what the difficulties may be with writing blind. I am more than ready to cede my position and support blind reps/consulars if writing while blind is something possible to a degree that you could send it as an official communique. Eyesight should receive a new category for partial blindness, I.E. eyepatches. Afaik at the moment, eyepatches are within the flawed category (especially iPatches). But, given the "adequate depth perception" part of that description, I am led to believe eyepatches may be excluded... which doesn't feel right given the next option is blindness. All of the ships are operated through consoles, since flying by sight in space is... just not gonna work. As long as they can see the console screens, they'd be set. But, it depends, I can see it going either way. The rest I don't mind or generally support. None of my positions are set in stone, I just have a few concerns that generally prevent complete agreement.
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[ACCEPTED] Valentine's IPC Application
CatsinHD replied to Valentine's topic in Whitelist Applications Archives
Despite being a CAT player... Valentine is a solid roleplayer who I have had the fortune of talking to, and would do well at the helm of a beep boop. I give a solid 𓁨 out of 𓆐 (I give him a +1) -
Those alt-titles are used to distinguish what they're learning. The Surgical Resident is focusing on surgery, whereas the Paramedic Trainee is focusing on medical first response. They're not used to specify long-term or short-term, more of a flag to say "hey, I want to learn X so I can become Y" and the "mentors" can adjust accordingly I don't really have much of an opinion. Science just sorta exists and has its fun (I have enjoyed xenobot... I just need a xenoflora report form). An alt-title seems neat, or just making a separate role. I'm mainly here to clarify the above point.