-
Posts
76 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Gallery
Everything posted by Hunt
-
Can someone confirm prior to me removing the escape hole in Captains
-
It will drop upon the back bar table; I will be fixing the breach issue from COs office in the future PR
-
-
Adds bar prep room space (I am really unsure why we give people so much space for a room that is visited once, but alas, it is done) Condenses hallway Removes tree in favor of more open space per kyres Added piano but removed it because broken Makes kitchen symmetrical Provides more space for hydro Expands the back bar so the second bartender has more space resolves security issues, which was windows? Dunno why we made it all walls, seems harder for antags now.
-
There is a windoor towards the end of the bar, right next to the stairs that go into the bar, I figured the bartender can just use that to go into the dining hall area. Players wanted wants walls separating the dining hall and bar due to convo leakage.
-
This should resolve a majority of concerns: An additional private lounge was readded to the bar with a stage attached. This room will prevent a breach from fore spreading and allows for emergency airlocks to be on the bar stairs, preventing a breach from spreading from the bar to the dining hall and vice versa. Convos will no longer bleed except from two tables, one of which will lead to a single barstool I believe, and the other being a four-top table right beside the kitchen that will leak but will also allow the chef to take orders for those sitting at a table and not just the bar, as some requested. In total there, after counting, are 8+ private areas for whatever your RP needs are around the Horizon. Breaches will not spread as easily and additional scrubbers/vents were included. Convos will not leak, especially to the bar, and the kitchen will only be affected by a single table, an improvement nonetheless. The giant tree from the hall was removed and transplanted to the center of the dining hall, resolving the space where the 6top table was.
-
For those who will be missing the dark and quiet lounge areas, would it be satisfactory to have the stage and a couch lounge area brought to this spot instead of a 6top table? such will be enclosed, which will further prevent breach spreads and such.
-
Regarding breach concerns: Windows and shutters are now in place to segment the breached zones. It should also be noted, since it was not mentioned earlier, all three sides have their own exterior window shutters. A button behind the bar, behind the dining hall, and in the kitchen for them to all shutter their exterior windows as needed. As for needing cozy spaces, there are lounges on deck three that off-duty and passengers spawn in at the round start. Three separate cozy rooms that I have never seen someone use to date, remain even with these changes.
-
-
I have gone forward and readded a smaller version of the pun pun bedroom, the backroom is used for prep so I don't see a major loss in losing three tiles to an area the bartender uses once. The extra barstool was removed. There are a total of four vents and scrubbers dedicated to the open space dining hall/etc. I find the nightmare factor and hell that will come with a breach to be part of the benefit of this design. Meteors or breaches are supposed to be chaos, you should not be able to continue drinking during those scenarios.
-
While I am unsure if a blatant 'this is a functional step backward' is a constructive review of a remap, ill supply the feedback received over the past few days via discord conversations with people in relay/general. The starboard excess lounges were rarely used from what I was told and have witnessed. There remain three areas that permit private RP with no disruption, being two booths and the back bar (more to mention on that later.) From behind the bar, the bartender has a 7-tile wide distance that will only catch the convos of one 4-top table, allowing them to also take the orders of the 6top that is in the bar area and accommodate all guests at the stools. The back bar houses five stools, in addition to the 6-top table that is in the bar area, which provides the second bartender with twelve chairs to serve and interact with. The kitchen is able to view the dining hall and take orders remotely, approach the tables to take orders, or simply tend to the bar with only 8 of the chairs being within range. On the Horizon there are from what I count over nine areas that are private and without disruption for those needing to do special/private RP. I personally am unsure why and if more space is needed since on a daily round basis I have seen them for ages prior and for the time I have been playing again, they are never used anyways.
-
❤️❤️❤️
-
S.N.A.I.L.S. - Seditiously Negative Acting & Ill Looking Sickos
Hunt replied to Hunt's topic in Off Topic Discussion
Hey whats up scrumptiousmommy -
Based on a recent discussion of such in relay, going to bring up and hope we can all agree here. Those who play pharmacist do not want the role gone, I understand. Those who play surgeon do not want to be obsolete, I understand. Those in and outside medical do not want physicians to become mary-sue, I understand. Adding the basics to supply extends the reliance issue to that of supply for physician/EMT to enjoy their role. What if, in the CMOs office is a locked wall locker that starts with 4x of every basic medicine and 1x of some advanced medications and the locker is called 'Emergency Medical Stock'. Which chemists/players can ignore if chemists are on-duty and can be used for the frequent rounds without a chemist. This ensures pharmacists still have a slot and can restock the missing emergency supplies, surgeons will not be obsolete as only the basics will be there, physician won't have chemistry access but will have the medicines to make them useful.
-
Right a few more things to address, 1. CMOs are not limited by any means outside of a players personal preference as to what they can produce, that list of 'general' is actually what most CMOs produce, the basics as defined by the chemistry wiki. Unsure where you got this idea or basis that CMOs are limited at all. 2. Because pharmacist players do not want to see their role made obsolete and rather have the role merged with that of physician, I will go through with that. 3. Pharmacists are allowed to help in the GTR on a request basis, if the CMO or another physicians asks for your help, you are permitted, that is already written on the Pharmacist job-guide page. 4. With no offense to any suggestions specifically, pursuing resolutions to this problem that over-complicate or make the problem more compound than it is I am not in favor for, personally. As I mentioned and stated above, reliance on an outside role for your job to function especially a role that is an entirely different department usually results in your gameplay enjoyment being tarnished. Simplest answer you have all agreed on is merging Physician to Pharmacist, so I suppose thats why ill PR. Please, do remember that while you main pharmacist, you may be only playing one to two rounds a day at maximum. This usually results in a serious absence of pharmacists. I completely understand you main and enjoy the roll, what the issue is what do we do when you are not there, that being a majority of the time. Please, try and look at this from a lens of the gameplay and players in the round overall outside of the pharmacist role which rely on medical which relies on pharmacy, which is usually absent. At the end of the day, I have played roughly two rounds within the afternoon per day on average the past five days. That is ten rounds within the past five days, two of which I can remember having a pharmacist. 20% of the time a pharmacist is there would, in my opinion, is a fair percentage to the overall player experience, that laboratory is usually empty.
-
So we either combine chemist to that of physician and thus remove chemist or we bandaid the problem, cause I have not seen nor personally have any recommendations to fixing the role which is inherently boring on most servers. So I suppose, is there anybody against it being removed?
-
Under this post you will find my advised list and what I personally believe, from experience playing medical outside of pharmacist. The left side, being general medications, is the entire list of resources/compounds that a physician should be capable of producing. The right side is that of advanced medications, this list contains everything only pharmacists can produce. The general issues I have found to note from the recent discussions above is concern, once again, about making pharmacist obsolete. The role is already obsolete post-thirty minutes, if a chemist late joins and somebody already saw to the basic stock, there should be no issue. Once again I reiterate that concerning oneself with gameplay and majority of all, being able to produce the basics such as Butazoline, Dermaline, Dexalin Plus, and Mortaphenyl greatly contributes to the experiences of both EMTs and Physicians along with the players they interact with during medical responses. What I would like to remind those above is, chemist is not played. No matter the few who do main pharmacist, a majority of rounds go without a chemist, further punishing the players that do play during those periods. As I also said above, the role is already obsolete after the basics are made and its entire existence is that of busy work. The current list and suggestion is to provide chemist mains their slot to keep their character, so that they can still be useful in producing a wider variety of chemicals. In all honesty, I would rather see the role removed entirely and physicians just made the OG chemists, but I do not believe an absolute role removal to be in favor of some community members and thus this is the next best option. I get you want to keep chemists 'valuable', but placing them on this pedestal of them being the only to produce things like Dexaline Plus, Butazoline, Dermaline, etc. seems to just be an attempt at ensuring those players who have do play chemist once out of every ten rounds have more to do while the rest of us who play frequently without a chemist do not get the benefit of having those medications. I am also not in favor nor in any form support dexalin being a starting resource. Many chemists already power-rush the NanoMed Plus machine stock of Inaprovaline and Dylovene bottles to decrease their cartridge use in the laboratory itself, this would just occur with Dexalin and I am not a fan of it. The most frequently used medications in the Infirmary should be producible by the physician, their entire position is reliant around these noninvasive tools. We can label Butazoline, Dermaline, Dexalin Plus, Mortaphenyl as 'difficult' all we want, but they are the most used medications and forcing the player base to use the less effective compound because the rare two rounds a day chemists shouldn't feel obsolete is placing the enjoyment of others over what I at least see as the majority. At the end of the day, a core concept of this issue is that people do not play pharmacist. It is busy work, it is thirty minutes of work and then your round consists of an hour and a half of RP with nothing else. I can for one say and I am sure I speak for others who have to play during the frequent pharmacist absences, it is not fun being limited because people do not play the boring role. If you want to play your pharmacist, join at rounds start. If you join an hour in, restock or make advanced medications. If you are there at round start the laboratory is yours, if you are not, you missed your chance to produce the basics and your absence does not punish the rest of us, that is how I see it.
-
Right, I seem to have misunderstood your initial response as what you just stated was practically my initial idea. I do disagree and do not want to see the use ofc Kelotane/Bicaridine. But, my initial idea was and is that physicians have access to make all general medications. A list can easily be composed as to what is general and what is advanced. So I mostly agree with you, but, I genuinely can not see all this effort and the reasoning behind protecting a role that so few play. I understand some really do enjoy pharmacist for their one round a day and that's great, but when that chemist player isnt there, the entire laboratory is useless and punished the gameplay/fun for the rest of us. I suppose it can be viewed as for the greater good and for more enjoyable gameplay by the community as a whole, chemistry being gatekept should stop. Nevertheless, I am in agreement that for now just separating what chems are general and what are advanced to show what physicians can produce and what chemists can produce is a simple solution to this problem.
-
Right concerning everything above, here are some general changes I suppose, First off, I know a very few of the player population exclusively play Pharmacist. I am aware that there is no solution to changing chemistry and resolving this issue that does not 'somewhat' make the position obsolete. However, for the very few that do play pharmacists those one or fewer rounds per day that a chemist is in the laboratory does certainly not make up for the absence of chemists and thus medication. Furthermore, quantitative restrictions were suggested as that is what we currently use for all the 'realism' restrictions that the Infirmary is heavily forced to follow. While the list of medications also included in your opinion is fairly just, I must reiterate that having those one round out of the six or so that occur each afternoon is not worth making the chemist role somewhat/obsolete. I will be honest, I am in favor of removing chemist or making the title alternate to the intern position so we can have trainee chemists. However, this will never work as those who do main pharmacist will directly oppose such, as is fine/expected. The simplest solution I can find to the problem is giving physicians, a role which is already obsolete when both EMTs and surgeons are present, the ability to handle chemistry. If a chemist player joins late, they can finish the remaining stock, otherwise with all due respect they should have readied up or joined in the first five minutes. Its a simple solution and simplistic solutions always seem to be the best.
-
Aurora medical, as merged from Bay-brainmed long ago remains reliant on chemistry. While surgery can and is used to solve all severe injuries in the event a chemist is lacking, the positions such as physician and EMT specifically are impacted negatively due to the absence of a chemist. Looking into the issue in general, theories as to why these issue(s) occur becomes further apparent. Why does nobody play chemist? Chemist/Pharmacist as a role is mechanically out of anything to do post thirty minutes into the shift. Characters who are pharmacists or chemists will play perhaps a week before moving to a different department or job because chemistry is outright boring. Sure, there are a few individuals who have maintained to be chemistry mains throughout the years but the rate at which they play is so infrequent in the past month(s) that perhaps at best one out of ten shifts seems to have a chemist. There is no present resolution to this, chemistry at its core is busy-work, work that takes thirty minutes and is then over. This busy-work however, is fundamental to 'good' gameplay within the Infirmary, with many positions being reliant on it or made entirely obsolete if a chemist is not around. How is this an issue? Many outside the Infirmary/medical mains do not care as to who does chemistry, they care to remain within the round and engaged with the events. Yet, when a chemist is not present, EMTs are severely limited and the same can be said for physicians, which surround noninvasive care techniques (anything outside of surgery.) Techniques which while somewhat feasible without chemistry, usually results in the need for surgeons to handle everything, everyone, and makes physicians outright obsolete. For some archaic reason which I contribute to the voice that some had regarding not losing their chemist characters/spots, chemistry remains to be the only section of any department that anybody outside the CMO can not specialize within. Engineers can handle reactors, electrical, computers, atmospheric pipes (sometimes), etc. Researchers are permitted to be that of weapon, explosive, chemistry, technical, bluespace, etc. specialists. Security is a bit more bland as their differing divisions is between that of investigation and a general officer. Yet, when it comes to chemistry there is absolutely no leverage for any character if even reasonably explained to understand chemistry. This, as mentioned above, I solely contribute to the input some have had in keeping the position restricted in hopes of not making chemists 'obsolete.' Yet, this 'hope' of not making characters obsolete is entirely pointless as the rarity of chemists itself will/can not be resolved, attempting to protect the three chemists characters from being obsolete on the once in a month rounds they play is best put, stupid. Resolution? Surgeons are MDs who are specialists within surgical affairs, if we as 'claimed' in defense of chemistry want to follow realism, then surgeons should only be required to operate on the sections of the body they specialize in. Cardio, Neuro, etc. Yet, for gameplay benefit and overall round enjoyment by the player majority we forgo these 'realism' standards or 'HRP' values and permit surgeons to do everything and physicians to do very limited surgery. The same can be said be said for chemists which are permitted to operate Sleepers, cryo tubes, can assist in basic first aidm etc. Yet when it comes to anyone outside of the CMO having experience within chemistry it is heavily restricted, being that of a gamerule and something which staff strictly enforce and has been interpreted as 'powergaming.' Thus, I recommend a change that would resolve both issues noted. Physicians being inadequate and having this weird spot within the Infirmary where EMTs basically do their job for them and surgeons do the rest. Physicians will be permitted and code-changed chemistry access, their wiki page will be updated to say physicians (if the character chooses and can logically explain backround wise) that their character is chemistry competent, can produce the chems and fill pharmacy orders. However, they should refrain from producing an insane stock of chemicals and all the 'advanced' forms that chemists would. One bottle of Peridaxon is fine, but four and another four of Apidemencia is a stretch. If a pharmacist character is to arrive on round? They take authority of the lab and the physician leaves the remaining work to them immediately, ensuring the role is not 'obsolete.' This thus resolves in the most simplistic way the concerns of the role (which is never played anyways) obsolete, the lack of chemists and thus medications as physicians (not surgeons) will be able to get a basic stock produced for them and the EMTs, and brainmed gameplay will not be hellish as it has been for the past month since we can use the chemicals that the system is mostly reliant on. Why don't we just change the chemist job? Chemistry is busy-work, its as simple as that. There are suggestions of making medications orderable from supply? What if we don't have Supply and Command is busy? As much as character interaction is beneficial, more character interaction and better gameplay will occur if this 'busy-work' is resolved by one of the already present medical physicians so the round can continue on. When it comes to chemistry, relying on outside department support tends to loop us back to the issue that we never have chems because the role is absent. My opinion? Bay did this a while ago and saw a major improvement in medical gameplay and quality of life. Chemists as a role still exist, for the three who wish to play such, otherwise the player base overall is not punished when those three are not playing as the physician can see to producing the basic stock. Furthermore, for a game/community that uses realism as an argument so heavily in support of chemistry, we are in a setting four-hundred years in the future. None of us have the slightest idea as to what physicians/doctors may know, how medications are produced, etc. in the future. Best form to follow is that of Star Trek physicians/practioneers, they synthesize and produce their own meds, we should do the same, it is simple and leads to the best gameplay without any obstacle.
-
I support any/all of these ideas, changes to the usual round types that all servers share can only benefit our 'uniqueness' +2
-
S.N.A.I.L.S. - Seditiously Negative Acting & Ill Looking Sickos
Hunt replied to Hunt's topic in Off Topic Discussion
Thank you for your time and testimony, Goolies F. Jefferson. We will now move onto the second witness, Garnascus themselves. Garnascus, where were you on the night of 04/30/2020? -
S.N.A.I.L.S. - Seditiously Negative Acting & Ill Looking Sickos
Hunt replied to Hunt's topic in Off Topic Discussion
Yeah this guy was also hacked, ignore anybody named 'staff', 'primary administration', etc.. what kind of names even are those, the hacker is stupid for forgetting to make the names believable. Down with S.N.A.I.L.S. -
S.N.A.I.L.S. - Seditiously Negative Acting & Ill Looking Sickos
Hunt replied to Hunt's topic in Off Topic Discussion
Maam, please keep your roleplay to the server, thank you. So dumb, this is a legal environment against snails and we are the frogs. -
S.N.A.I.L.S. - Seditiously Negative Acting & Ill Looking Sickos
Hunt replied to Hunt's topic in Off Topic Discussion
You hacker. He forged all that, our witness will testify. Garnascus é um caracol estúpido que merece um bom banho de sal