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Psychiatric Remodel


LordFowl

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Posted (edited)

Basically, the current psychiatric office is laughably bad. It is hidden away in the deepest darkest most distant corner of medical, and is cramped and devoid of some essential features. It was clearly an afterthought when the mappers designed medical. This only disservices Psychiatry, which is a difficult role to pull off well as it is. As such, I have lent what talent I have in designing a remodel of the psychiatric office which does not change the actual structure of medical severely. (Image taken from the PoV of an AI, proving that the cameras work. Shutters start off open, but I displayed them as closed.)

 

prxP39g.jpg?1

 

Firstly, this change makes Psychiatry infinitely more accessible to crew, which it should be. Not only is it much closer to the medical lobby and central medical, it also as direct access to the central primary hallway, so people coming in for psychoanalysis do not have to wander through medical, potentially disrupting medical procedures. It is also larger and more inviting, which I think is important for a psychiatrist. Some essential features have been included, primarily a request console to facilitate form printing. A clipboard and two folders have also been provided, to easier categorize the psychiatrist's paperwork. (Note, in this current build there is no intercom. An intercom has been added to the waiting room area so that the AI cannot spy on psychoanalysis.) As the room is also larger, additional amenities such as a disposal chute has also been added. As the door to primary access is probably going to be general access so that people can enter freely, it is locked down when the psychiatrist activates his privacy shutters. Instead of this, the door could be made restricted access and rely on the psychiatrist to open it for potential patients.


Altogether, I think this provides psychiatry the importance it deserves, it being a unique occupation of its own. It should not be just a remote broom closet.


Now, the eagle-eyed observer will probably note that this office occupies the current position of the break room. The break room could be moved to the recovery room that is adjacent to surgery, or could be downsized and moved to the former psychiatrist office, or could be removed entirely. I don't know why full time staff need break rooms, but it does offer a cyborg recharger which is a useful addition.


If the break room is moved to recovery, it means that the rare patient that needs to use the patient dorms that are a bit farther away. The break room can retain all of its current furniture and machinery.


If the break room is moved to the former psychiatry office, it will mostly become just a soda fountain table with some tools, perhaps a medical laptop, and a cyborg recharger.


If the break room is removed entirely, lesbayians everywhere will weep tears. The former psychiatry office could be put to other use.


I don't know why the psychiatry office was given so little thought, but hopefully that will change.

Edited by Guest
Posted (edited)

Basically, the current psychiatric office is laughably bad. It is hidden away in the deepest darkest most distant corner of medical, and is cramped and devoid of some essential features. It was clearly an afterthought when the mappers designed medical. This only disservices Psychiatry, which is a difficult role to pull off well as it is. As such, I have lent what talent I have in designing a remodel of the psychiatric office which does not change the actual structure of medical severely. (Image taken from the PoV of an AI, proving that the cameras work. Shutters start off open, but I displayed them as closed.)

 

prxP39g.jpg?1

 

Firstly, this change makes Psychiatry infinitely more accessible to crew, which it should be. Not only is it much closer to the medical lobby and central medical, it also as direct access to the central primary hallway, so people coming in for psychoanalysis do not have to wander through medical, potentially disrupting medical procedures. It is also larger and more inviting, which I think is important for a psychiatrist. Some essential features have been included, primarily a request console to facilitate form printing. A clipboard and two folders have also been provided, to easier categorize the psychiatrist's paperwork. (Note, in this current build there is no intercom. An intercom has been added to the waiting room area so that the AI cannot spy on psychoanalysis.) As the room is also larger, additional amenities such as a disposal chute has also been added. As the door to primary access is probably going to be general access so that people can enter freely, it is locked down when the psychiatrist activates his privacy shutters. Instead of this, the door could be made restricted access and rely on the psychiatrist to open it for potential patients.


Altogether, I think this provides psychiatry the importance it deserves, it being a unique occupation of its own. It should not be just a remote broom closet.


Now, the eagle-eyed observer will probably note that this office occupies the current position of the break room. The break room could be moved to the recovery room that is adjacent to surgery, or could be downsized and moved to the former psychiatrist office, or could be removed entirely. I don't know why full time staff need break rooms, but it does offer a cyborg recharger which is a useful addition.


If the break room is moved to recovery, it means that the rare patient that needs to use the patient dorms that are a bit farther away. The break room can retain all of its current furniture and machinery.


If the break room is moved to the former psychiatry office, it will mostly become just a soda fountain table with some tools, perhaps a medical laptop, and a cyborg recharger.


If the break room is removed entirely, lesbayians everywhere will weep tears. The former psychiatry office could be put to other use.


I don't know why the psychiatry office was given so little thought, but hopefully that will change.

Edited by Guest
Posted

I like this. No one gives a damn about the break room and recovery, and while they shouldn't be axed, they can certainly afford to be moved around if it gives the psych office some more exposure.


I don't know if making the office a walk-in will actually encourage people to use it (maybe people really do need to be crazy to see the psych), but it certainly can't do any harm considering the rooms occupying the area really wouldn't be affected by the change (I've only seen one person use the tiny EMT room in its full history).

Posted

I like this. No one gives a damn about the break room and recovery, and while they shouldn't be axed, they can certainly afford to be moved around if it gives the psych office some more exposure.


I don't know if making the office a walk-in will actually encourage people to use it (maybe people really do need to be crazy to see the psych), but it certainly can't do any harm considering the rooms occupying the area really wouldn't be affected by the change (I've only seen one person use the tiny EMT room in its full history).

Posted

The EMT room is not even touched by this change. My proposed psyche office fits perfectly into the footprint the removed break room left. The only room that I touched is the psyche office. Also, if making the office easier to access to the public doesn't increase the amount of people that come to it, at the very least it will be more convenient to the people who do come to it.

Posted

The EMT room is not even touched by this change. My proposed psyche office fits perfectly into the footprint the removed break room left. The only room that I touched is the psyche office. Also, if making the office easier to access to the public doesn't increase the amount of people that come to it, at the very least it will be more convenient to the people who do come to it.

Posted

Huh, you're actually right. Guess I don't know my own medbay well enough.


And it's a nice QoL change. The detective has a hallway window, if the psychiatrist gets one it means they might not actually have to walk through the entirety of medbay to get one patient.


(I'll just miss it being the perfect place for murders.)

Posted

Huh, you're actually right. Guess I don't know my own medbay well enough.


And it's a nice QoL change. The detective has a hallway window, if the psychiatrist gets one it means they might not actually have to walk through the entirety of medbay to get one patient.


(I'll just miss it being the perfect place for murders.)

Posted

I like this as the current psych office is, like you said, a broom closet. I also am inclined to agree that having no intercom in the psych's office would be beneficial, not because of AI spying (which is a pretty small issue), but because it's the sort of thing a real psychiatrist would want to minimize distractions to the patient.


Adding a universal recorder would probably be handy (if there's isn't one already) for those occasions when a conversation should be logged (either for the psych's notes, or because the session is related to a criminal investigation).


Further, I've noticed there's no camera in the office... something which, when the shutters are down, would make the office a blindspot. Now, I never play as a psych, but if I did, I wouldn't want to be in a room with a potentially criminally unstable patient and be hidden from the AI and security.

Posted

I like this as the current psych office is, like you said, a broom closet. I also am inclined to agree that having no intercom in the psych's office would be beneficial, not because of AI spying (which is a pretty small issue), but because it's the sort of thing a real psychiatrist would want to minimize distractions to the patient.


Adding a universal recorder would probably be handy (if there's isn't one already) for those occasions when a conversation should be logged (either for the psych's notes, or because the session is related to a criminal investigation).


Further, I've noticed there's no camera in the office... something which, when the shutters are down, would make the office a blindspot. Now, I never play as a psych, but if I did, I wouldn't want to be in a room with a potentially criminally unstable patient and be hidden from the AI and security.

Posted

The lack of camera is likely an oversight, it should definitely have one. There's no non-maintenance areas that shouldn't be covered by cameras afaik (though this doesn't mean small blindspots can't exist).

Posted

The lack of camera is likely an oversight, it should definitely have one. There's no non-maintenance areas that shouldn't be covered by cameras afaik (though this doesn't mean small blindspots can't exist).

Posted

This change is nice and I fully support shoving the medbay break room into the psych office's former location. The medical team already ahs HUGE concessions in that break room anyways as everyone else has to pay for extra drinks, or at least walk to the kitchen/bar area. I'm constantly wanting the Psych role played more so I can send people there as a head of staff. It just makes sense. I can't see any negative impact from this. (Just add that camera)

Posted

This change is nice and I fully support shoving the medbay break room into the psych office's former location. The medical team already ahs HUGE concessions in that break room anyways as everyone else has to pay for extra drinks, or at least walk to the kitchen/bar area. I'm constantly wanting the Psych role played more so I can send people there as a head of staff. It just makes sense. I can't see any negative impact from this. (Just add that camera)

Posted

Any and all cameras were just added to indicate cameras will exist. I've not tested blindspots as AI, but if this idea is implemented proper camera coverage will of course exist.

Posted

Any and all cameras were just added to indicate cameras will exist. I've not tested blindspots as AI, but if this idea is implemented proper camera coverage will of course exist.

  • 3 weeks later...
Posted

As someone who started, on Aurora, as a shrink and has started being one again, all of my yes. To me, the current room is so small it feels like characters are constantly stepping on each other's toes.

  • 3 weeks later...
Posted

Since I've become ever so slightly more familiar with Dream Maker, I've polished the room up to the point where its also actually functional too.

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