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Job specific autoinjectors


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Posted

So since the E kit is not filled completely and has lots of space for stuff I suggest this. 

Autoinjectors specific to a job in the emergency box.

Sec: perconol-tricord 15u; to heal without a doctor.

Med: coag5u-inap10u; to stop that bleeding.

Engie: hyronalin5u-dylo10u to not get liver necrosis from the rads.

Service: dylo-ethylredoxrazine 15u; to fix drunk people maybe.

Command: dexa plus7.5u-inaprovaline7.5u-perconol5u; to keep the captain alive.

Ops hangar tech: perconol-inap 15u; to scream/bleed less from industrial accidents.

Ops miner: perconol5u-tricord5u-dylo5u; to heal up from Carp.

RnD: hyronalin5u-dylo5u-synap 0.1u-perconol4.9u; to survive some anomalous stuff.

Posted

Beyond game mechanics (I really don't think you should be self-sufficient enough like this where you can ignore being hurt when medical is present), this is really trusting on having random crew being willing to jab themselves/jab each other with syringes? It's very muted with how it's displayed in game, but I really don't think chemical cocktail pens are something the company would spend the money on at the risk of people immediately overdosing and hurting themselves from getting poked twice from themselves or two overzealous coworkers.

Posted
1 minute ago, Stripes said:

, but I really don't think chemical cocktail pens are something the company would spend the money on at the risk of people immediately overdosing and hurting themselves from getting poked twice from themselves or two overzealous coworkers.

Easy. Give people less drugs. 10u injector mixes or even 5 if you tweak it enough can work. Besides I think I made the suggestion with chem mixes be safe to inject twice. I think. If you find anything that gives OD after a second dose let me know.

Posted

An emergency inap injector is more than enough for most common issues. Major issues should be handled by the appropriate department, medical in this case. Departments are not intended to be self sufficient, but to rely on each other when the situation calls for it. Anything that needs more than some bandages and an emergency injector should be handled by medical and no one else.

Posted

Honestly just give pharmacy 15u autoinjectors so chem mains can make super serums. 5u for an injector is VERY small. Like you can do so much more with just 10u. 5u is only suitable for something long-lasting aka 0.1u/s< rate(painkillers, antirad, coag, tric). And also dylovene injectors should be in MiniMeds or NanoPharms or whatever. And God damn why pharmacy only gets one box of autoinjectors?

Posted

Im against this, maybe some more starting meds for medical would be nice for when theres no pharmacist, but other then that theres no reason to make getting hurt be less consequential, or to have large autoinjectors to be handed out. If you want to inject something big, just use a syringe.

  • Like 1
Posted

This would honestly make Paramedic worse off as a role. The main gameplay loop of Paramedic is retrieving patients and emergency medical care. Retrieving patients is really basic and could be done with an orderly. Emergency medical care (assessing a patient, stabilizing them, etc.) is the bulk of the fun, imo. Giving people more than inap devalues the loop for Paramedic, especially when inap is, as was mentioned, fine for most situations to hold you over until a proper medical professional arrives.

I'm chill with anti-rads for certain roles, but those are present where they are needed: Engineering. Ironically, engineering gets as much anti-rad medication as medical does on round start. At least 1 whole radiation kit (3-4 rad pouches) for engineering compared to medical's 3 rad pouches across 3 separate nanomed minis.

I do agree pharm should get more autoinjectors. And inhalers. Idk why some are locked away in the CMO's office. Larger autoinjectors could be a science item.

  • Like 2
Posted
2 hours ago, CatsinHD said:

[snip]

I do agree pharm should get more autoinjectors. And inhalers. Idk why some are locked away in the CMO's office. Larger autoinjectors could be a science item.

The pharmacy does already get inhalers and injectors, you get the refillable ones with replaceable cartridges in a box? Were you referring to something else?image.png.56551535e24a8c023ce0a8b9acb9885c.png

Unless the key is more, but you should be reusing them considering you as a pharmacist can readily refill both with your tools (and IC know-how),

and,

7 hours ago, Bots said:

Honestly just give pharmacy 15u autoinjectors so chem mains can make super serums

I'm generally very against the idea of making chemical cocktails, mostly on the basis of it being more difficult to track for other people (it's easier when a physician or paramedic individually injects someone with it), and it opens it up to the realm of things that mostly there to be gamey (the hell of things like "ParaOxyTram", or I guess this server would be "PercMortaOxy").

Posted

At the very least, wouldn't mind the emergency kit just getting updated a bit. Condense it down to a medical pouch that some medkits are stocked with. Maybe a single pouch with a stack of gauze, autoinjector, single 10u pill of inap and perconol. There should be some variance of what's in the emergency kits for different roles, and there kind of already is? Point being, jobs that have a greater expectation of being off-ship such as miners and xenoarchs should have a slightly better medkit. They are the roles where having better medicine isn't a paramedic gatekeep but actually life saving with how long off-ship medical responses can take. 5u inap injector is usually never enough for off-ship roles getting hurt, it's basically exclusively useful on the ship. Instead they should get 2 autoinjectors like inap and coag assuming they may have to use this kit while wearing a voidsuit so pills aren't practical, same with being unable to easily bandage in a voidsuit. Synaptizine is kind of slept on from a medical perspective, though I can understand why since some medical players prefer to avoid any drug that has more consequential side effects. But it quite literally can bring someone from critical/borderline MSOF to 'stable' while its in your system and it has an extremely slow metabolism. So the organ damage isn't really fast enough to hurt them any worse. I think it could be fair to give medical/parameds a few injector pens of synaptizine, probably in their department rather as part of their loadout though. This should not be something non-medical crew get because it is quite powerful and in my opinion a specialized drug. It would make paramedics have an even better patient survival rate in some circumstances where inap isn't quite enough to cut it. Don't know the full extent of how strong synap is, only used it a handful of times as an antagonist. But it has basically let me survive situations where I would have 100% died if I didn't inject it. 

Posted
12 hours ago, Stripes said:

Unless the key is more,

The key is what's presently locked in the CMO office for one reason or another. Even with a second box of inhalers, refills are needed dependant on how busy a round gets. If the second box isn't desired as it provides too much, then it should be removed from the CMO office and/or placed in the ops cargo list. The autoinjector box is sorta whatever. Useful for making cocktails that can be used by anyone but are not flexible enough for general medical use imo. This is sorta getting off-topic though, so I guess I'll end my thoughts with I don't think changes are required

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