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Medical additions/changes


Playbahnosh

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Posted

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.

Posted

Infection still exists. Wound and organ infections. If you have shrapnel in you, or an open wound/burn for a period of time, you will get an infection, and if left untreated it will move to your organs and eventually kill you.

Washing your hands and keeping clean does actually matter. There is a germ counter, so water and other disinfectants is not just for show. You might want to specify that you want viral infections back.

As for the rest, I have no real opinion on it.

Posted

Some of these are good suggestions, and the point made at the beginning is definitely true. I stopped playing recently for a combo of reasons, but medical being bulldozed and changed every other day somehow was definitely one of the biggest ones. (SERIOUSLY STOP CHANGING THE FUCKING CHEM NAMES, CHRIST)

As for infections and what Prate said, more often than not shrapnel doesn't actually do anything other than the occasional pain message. I have never seen it lead to an infection personally. And even then all infections are solved magically by constantly pumping Thetamycin into the patient's bloodstream. Different types of infections with different treatments could do wonders to keep things interesting, as medical has turned back into a conveyor belt as almost all problems can be solved by throwing the patient onto the surgery bed and healing organs while you fix the original problem. Sleepers only really get used for dialysis and the stomach pump, and so on so forth. 

As for Cryo Tubes, please god do that. They are literally more harmful to the patient than helpful. Putting someone with an injury in there is basically a death sentence. Making them actually stabilize people means they could actually get used for once. 

As for addictions and physical therapy, these sound like very nice additions. It would also give Nurse characters more to do as it could fall in line with them to help (or at least would, I looked at the git log and noticed all the alt titles are getting nuked anyway hahAhahAHH). Not to mention I have not seen an actual psych for weeks on end due to the lack of mechanics and the role not being fun in general. 

All in all, spicing up medical a bit with changes like this would be wonderful. +1

Posted
3 hours ago, Pratepresidenten said:

Infection still exists. Wound and organ infections. If you have shrapnel in you, or an open wound/burn for a period of time, you will get an infection, and if left untreated it will move to your organs and eventually kill you.

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. 

3 hours ago, Pratepresidenten said:

Washing your hands and keeping clean does actually matter. There is a germ counter, so water and other disinfectants is not just for show.

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?

3 hours ago, Pratepresidenten said:

You might want to specify that you want viral infections back.

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. 

2 hours ago, Roostercat said:

Not to mention I have not seen an actual psych for weeks on end due to the lack of mechanics and the role not being fun in general. 

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).

Posted (edited)

>Bring back infections!  Bring back hygiene!

Yee.  This'd be cool.  Though do keep in mind verisimilitude.  Most non-immune-compromised people in modern nations don't get random infections often, especially if they're younger/healthier.  Though maybe spessmen are chronically immune-compromised, idk?  But handling raw meat and unwashed produce, letting it sit out in warm temps, handling food while sick as a chef, getting oil and blood and ash and vomit all over you and not cleaning it off, small scrapes and cuts, etc... that's all stuff that should realistically cause infection.  And hey, people do sometimes get random infections from other things.  Just not very often.

>Less occurrence of surgical fixes, but also more varied ones!

10-20 rounds is still pretty high.  Perhaps up the odds on extended rounds, specifically, and lower them on non-extended rounds?  Make them a random event, essentially.  Also remember that not all life-saving RP is surgery - make sure there's stuff for physicians and chemists to do, perhaps?

>Job related medical issues!

Don't worry about how difficult things are to code.  Some things are, some things aren't, sometimes you don't really know how hard it's gonna be until you dive in, and to the average non-coder Joe, it's even more opaque to try to figure out how hard something is to code.  That being said - yeah, physical exertion injury should defs be a thing.  Seriously, a backpack with 300 sheets of metal should be heavy.  Might want to add in special exoskeletons for that purpose that maybe the CE gets (or maybe all engis, but you can't wear it with a hardsuit or backpack?), that prevent such injuries, and give you little green texts now and then telling you how amazingly easy it makes lifting and carrying things around.  Also, filled phoron canisters are *heavy as hell,* like nearly a ton, when you actually do the math given their specific mass and the moles involved (and even canisters of oxygen are like 200 pounds).  Honestly I think crates and canisters (and maybe closets?) should come with wheels; it'd make sense, given how they're generally explicitly used to transport things.  Make it so they roll on their own a good distance if given a good push (bump into them running) and only roll two tiles (instead of moving one, as with right now) if you just walk into them.  Pushing and pulling around machines without wheels, that should be very exertful though. 

For running, it should probably depend on how fit you are, and if you do things like stretching, etc., every now and then.  ...Yeah, honestly, making people have to stretch and stuff to be able to run for long periods without exhausting themselves should probably be an actual thing.  And there should probably be three movement modes - walk, jog, sprint.  Walk, no penalties.  Jog, you run out of stamina faster based on your fitness, but not nearly as quickly as it does now.  Sprinting, go very fast, but you can't keep it up for very long at all, less you do running right now even, unless you're very fit.  And maybe things like hyperzine, etc., should make it so that you can simply sprint and jog for much longer, and maybe give you a *very small* speed boost because it blocks your inhibition hurting yourself by going very fast.  And you should only get strains and stuff if you continue to jog/sprint through the pain, when your stamina is bottoming out.

Anyway, feel free to disregard all that.

>Addictions and rehabilitation!

Yee!  I have found it very weird and offputting that we have these wonderful chemicals floating around, painkillers, hyperzine, synaptizine, etc., and there's literally nothing stopping you from taking them unless you "overdose" by taking too much at one time, or if you don't like the little emotes they make you give off.  But somehow there's still a stigma around using them, as though they're hardcore bad drugs.  Well, if they're gonna be hardcore bad drugs... actually make them *addictive!*  Not just give you bad reactions if you take too much in a single dose!

Re: rehab, I don't think that's something that should be relegated to one role.  Medical has the most individual roles of any department as it is anyways, let's not push it even more.  Also imagine being a rehab specialist and you spend the whole round waiting for someone to hopefully maybe let you do rehab on them : (  I would say that not getting proper recovery would give you mild penalties to e.g. stamina, lift weight restrictions, random emotes, randomly dropping things you're holding, randomly dropping your focus from a machine you're focusing on or randomly clicking on something you're adjacent to, or something.  Annoying stuff, but not serious.

In addition to the psych and viro wing, there's a "Supervised living" wing that literally never gets used.  Get rid of all that, I'd say, and then if you're going to make a recovery area, it should be on the same z-level as medbay, and visible from inside medbay; don't want people to forget about it.  There's some empty room in the maintenance tunnels that could be used.

>Repurpose cryo tubes!

So, actually, about that... they do exactly that already!  I've studied and experimented with cryo tubes quite a bit.  The "learned wisdom" that medical currently carries is that you should set the freezers to 60-90 degrees Kelvin.  This does *not* correspond to body temp; since homostasis does not get slowed down by cryo, body temp is about 90 degrees higher than whatever the cryo tube reads out, and in practice this means that the patient is getting about a 8-14x slowdown on their life processes.  If homeostasis did slow down, body temp would only be about 10 degrees warmer than what the cryotube says.  Medical should not be worried about how much power the cryo freezers use by being set to 0K - which gives a 20x slowdown, same as a new cryobag - if the engine is on.  If this engine *isn't* on, then yeah.  The maximum theoretical slowdown is about 78x, if the coolers are set to 0K and homeostasis was actually slowed down by cryo.  Their pulse, bleeding, breathing, processing of chemicals, and a few other things slowdown correspondingly.  The brain damage from not getting enough breath is slowed down to the same extent.  IMPORTANT:  Cryoxadone or clonexadone will prevent the patient from getting freezer burns while in the tube, will each lower their pulse significantly, and will heal brute, burn, cloneloss, and oxy damage (no other chemical can the last two directly except rezadone, or orange juice/pneumalin for oxy).  The cryo tube is perfect for saline use; the cryo tube transfers 1 unit of what's in its beaker into the patient every time there's no more clonex/cryox in the patient's system.  So you make it so that your cryox and clonex are each 1/10th of the solution in the beaker - 2/10ths total, if you have both - since they each process at .1 units per tick.  Then since saline processes at 1.5 units per tick, once you've put the rest of your medicines into the beaker (inaprovaline 1/10th, dexplus 1/10th, and cataleptinol 1/5th are good choices - or 1/5 alkysine, if patient has no mental traumas, as it heals faster), fill the rest of the beaker up with saline, and it'll help restore blood while your patient's in there. 

So for a large beaker,
12u clonex,
12u cryox,
12u inap,
12u dexplus,
24u alkysine,
48u saline; or for a small beaker,
6u clonex,
6u cryox,
6u inap,
6u dexplus,
12u alkysine,
24u saline.

A large beaker is good for 120 life ticks, which occur once per two seconds times the slowdown - on traditional med settings, ~10x, that's about once per 20 seconds - so about 40 minutes.  At 0K with homeostasis as-is, that's about once per 40 seconds, or 1 hour 20 minutes.  If homeostasis is fixed to be slowed down by cryo, at 0K, that's close to once per 2 minutes 40 seconds, so 5 hours 20 minutes.  At any rate, with that medicine mix at medbay's traditional temperature settings, a patient will heal

I think people just don't know how to use cryotubes.  They need to display health analyzer information on them, since otherwise you have to take them out of the tube to analyze them, which knocks them out of stasis immediately.  Maybe even brain activity, and possibly other info as well, as much as the body scanner perhaps.

Edited by MalMalumam
so many edits now
Posted

Hygiene should be approached carefully. I wouldn't take a shower at my work unless I were the janitor cleaning out a sewage pipe. Showers being relevant would also introduce potential, uh.. 'RP management problems' when people start joking about showering together or similar work-inappropriate things. Other concern, chef might gain even more layers of pain-in-the-ass between managing hygiene and all the million tools they have now.

Addictions I worry would just be an excuse for people to ask for various forms of powerful drugs, and I think a lot of medical chems were somewhat nerfed heavily with brainmed anyways if that's the concern.

Infections exist, they used to be actually rather cancerous in design some years ago (to where a small lighter burn would kill you in an hour or less). The stamina system covers a lot of 'job-related medical issues' you mentioned as running around will make a character rather hungry/thirsty, and eventually slow and somewhat weak - directing them to the oft-ignored chef (or a vending machine at least).

Posted
2 hours ago, Carver said:

Hygiene should be approached carefully. I wouldn't take a shower at my work unless I were the janitor cleaning out a sewage pipe. Showers being relevant would also introduce potential, uh.. 'RP management problems' when people start joking about showering together or similar work-inappropriate things. 

You're afraid more RP would happen on a HRP server? Damn, you're right, who'd want that?!

2 hours ago, Carver said:

Other concern, chef might gain even more layers of pain-in-the-ass between managing hygiene and all the million tools they have now.

"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.

3 hours ago, Carver said:

Addictions I worry would just be an excuse for people to ask for various forms of powerful drugs, and I think a lot of medical chems were somewhat nerfed heavily with brainmed anyways if that's the concern.

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.

3 hours ago, Carver said:

Infections exist, they used to be actually rather cancerous in design some years ago (to where a small lighter burn would kill you in an hour or less). 

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.

3 hours ago, Carver said:

The stamina system covers a lot of 'job-related medical issues' you mentioned as running around will make a character rather hungry/thirsty, and eventually slow and somewhat weak - directing them to the oft-ignored chef (or a vending machine at least).

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.

Posted
2 hours ago, Playbahnosh said:

You're afraid more RP would happen on a HRP server? Damn, you're right, who'd want that?!

Yes, taken from the book of the same immersive ideas as having to manually breathe. I also assume you're dancing around what I meant or oblivious, to which it's simple, actively used showers encourage ERP-type mindsets and other inappropriate behaviours. The reason no server has shitting mechanics anymore is solely because people would be degenerates about it.

2 hours ago, Playbahnosh said:

"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.

Millions of tools as in beakers, glasses, sacks of reagents, the three or four things you use with the stove, condiment bottles, utensils, organizational containers, etc. I don't believe you've played chef much if you haven't seen how much of a hassle the organization gets as is. As for the messes - for one, a doctor has no reason to be doing a maintenance dive, for another, an engineer's gloves aren't going to dirty unless they touch filth (oil puddles, or by directly damaging something with their hands). Medical already has light hygienic systems in place for surgery, the only place it should be particularly relevant.

2 hours ago, Playbahnosh said:

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.

Another word for it is 'powergaming', as much as I love the thought of someone deciding "Yes, today I'll implement an excuse for security to wolf down oxycodone or hyperzine", there's a strong reason chem use as a whole is discouraged. They're strong and any sort of mechanically validated need for them gives some form of excuse for John Doe to have a heavy painkiller prescription that he conveniently eats before each fight.

2 hours ago, Playbahnosh said:

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.

I read it. You don't seem to understand the time scaling of this game, because those sorts of things take far longer to worsen than an hour or two - and as appendicitis and now-removed viruses depicted, things meant to punish you for ignoring them often end up being obscenely obnoxious and downright awful. Even the 'single wound infection' system you seemingly disregard was a form of that, and so a tiny burn from a lighter became lethally obnoxious.

2 hours ago, Playbahnosh said:

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.

Overexertion and fatigue are covered by the stamina system which appropriates the hunger/thirst system to depict them. Cargo already has a train, they don't usually use it unless delivering multiple crates at once. MULEBots were essentially removed because their pathing system was prone to lagging the server.

Lugging a crate for ten fucking minutes is not going to cause you immense issue unless you're a geriatric. Crate hauling was already nerfed to an extent as well with a speed malus, making it a downside to do so in combat.

 

In regard to the entirety of the suggestion, I don't enjoy the thought of a game where I have to visit medical every 5 minutes. This isn't a video game recreation of ER or House, if no one is presently injured or in need of medical, you're free to leave your department and interact as anyone else does. If people wish to RP with medical, nothing prevents them from desiring a visit to the psyche or asking the chemist for some inane prescription of anti-psychotics or the like - or simply asking for a general examination (which I should note is an extremely weird thing to do at work). For those of us content with the realistic thought that 'Yes, I do visit medical professionals outside of my workplace.', we would be understandably waiting until after the two hour shift is over to see a physician for athlete's foot - or a small cough - or a cramp in the upper leg.

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