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Add 1-2 round-start corpses to the morgue


NerdyVampire

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I find that medical staff sometimes go half or the whole shift without something to do. If we could randomize their cause of death somehow, maybe even leave some chemicals in their bloodstream, it would give medical/investigation something to work with - and it gives a bit more credence to the morgue, as it is very likely dead crewmen might be left there for entire weeks.

For changelings this could also become an absorb target (maybe, depends on code) which makes sense given their gimmick. This can be their first target for infiltration.

For regular antags there are times where they wish to employ a gimmick that is somehow 'macabre' where they wish to set a scene, but may be hesitant to actually kill players. So this could be a solution to that end.

What do you think? Any outstanding issues with this idea? I am aware it might give off a skewed image of how many actually die on the Horizon lorewise, but I think we can overcome that regardless for the sake of the opportunities.

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5 minutes ago, Gem said:

this makes little sense. i'd also rather not create a meta where there'll always be bodies in the morgue.

voting for dismissal.

Why does it make little sense? We are on a long mission far away from our homeworlds, and we have a morgue made for holding our dead crewmen. It seems logical that there should be some.

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I think it could provide some extra RP for medical and investigations to have non-antag related corpses present on the ship. It isn't just that the ship hosts a variety of hazardous jobs-- particularly mining and any others who depart on the shuttles to investigate derelicts/exoplanets --but also that hundreds of people are rotating through the residential quarters and could have passed for other reasons. Maybe some random guy had a heart attack. Granted I don't think it should be a guaranteed spawn, though a range of 0-2 sounds reasonable to me.

As for adding a new aspect to the changeling/vampire meta, I'm not against giving these two antagonists another way to get some basic resources besides the most common stealth sniping of crew or grabbing up all the monkey cubes and blood bags that are already present on spawn. It would hardly be easy for anyone but medical or security to break in and get access.

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For the two latter, proto-humans usually work well. For medical, well- protohumans are still very good practice, and I don't think investigations would get much out of a 5 minute autopsy from a pre-generated corpse.

I can't really see dead crew being kept for weeks either unless there's something very wrong with them or their post-mortem situation. Operations would be well and capable of having bodies sent off to appropriate places for funerary needs, and the Chapel itself is also capable of performing funerals as need be.

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  • 10 months later...
14 hours ago, RexTenebrarumSum said:

I actually thought this was a good idea. If the code allowed for it, a Resident Surgeon could practice doing surgeries on the cadavers, where they're allowed to make a mistake without risking a crewmember's life.  

We have protohumans for this in operations, surgeons shouldn’t be practicing on the corpses of crew.

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17 minutes ago, NerdyVampire said:

For that reason an unscrupulous (traitor) surgeon would have more of an impact if they use a crew corpse like this.

No one is going to especially care that John Doe, non-player character, was mutilated. There’s as much attachment to John Doe as a protohuman (and protohuman based gimmicks usually lose their shock once people realize it wasn’t a player).

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3 minutes ago, Carver said:

No one is going to especially care that John Doe, non-player character, was mutilated.

Especially no, but it's still a breach of regulations and a valid source of antag juice for changelings and vampires, that doesn't require them to circumvent operations or deal with crew in rounds where it might be difficult to do so. It's good to have alternatives imo.

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8 minutes ago, RexTenebrarumSum said:

So how does that work? do you have to damage the monkey to be able to fix the damage, or you can just go ahead and do the surgeries anyways on it?

Depends on what you are practicing, organ transplants don't require damage, organ repair might require you to inject the monkey with plant be gone (toxin + water), bone repair will require you to punch or wrench or hammer or somehow break the monkey's bones.

Arterial honestly the same, knife the monkey until you get a bleed.

I don't imagine it's any different to using a protohuman, safe for the fact that monkeys move around which can be infuriating.

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3 minutes ago, Shimmer said:

Depends on what you are practicing, organ transplants don't require damage, organ repair might require you to inject the monkey with plant be gone (toxin + water), bone repair will require you to punch or wrench or hammer or somehow break the monkey's bones.

Arterial honestly the same, knife the monkey until you get a bleed.

I don't imagine it's any different to using a protohuman, safe for the fact that monkeys move around which can be infuriating.

Awesome. Maybe I'll dabble in medical again now that I know I can do this to practice surgery.  are there any IC issues I could run into if I do this?

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2 minutes ago, RexTenebrarumSum said:

Awesome. Maybe I'll dabble in medical again now that I know I can do this to practice surgery.  are there any IC issues I could run into if I do this?

Don't do this as a character that likes animals obviously lmao

But outside of that no, those monkeys specifically serve the purpose of being butchered for organs, teach interns, and practice, they're not pets and so killing them won't get you in trouble.

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