Damarik Posted October 22, 2015 Posted October 22, 2015 (edited) Various opinions have been made, and suggestions applied to the suggestion. I recall this one...and sorry for spammin' the board with what appear to be failed suggestions. I'll try something simpler. Edited October 24, 2015 by Guest
Tainavaa Posted October 22, 2015 Posted October 22, 2015 I disagree with this. You're supposed to get any additional supplies and anything you want from your department; that's why storage is there, that's why chemistry is there. You're trivializing peoples jobs with it.
Guest Posted October 22, 2015 Posted October 22, 2015 2-4u of anything is fuck all. It's throwaway equipment that'll last one or two cases. The point being that MD's start with a fully loaded trauma medkit. Sec officers start with flashes and cuffs. Reasonably, trivial amounts of chems and first aid equipment should be included for EMT's on arrival.
Damarik Posted October 23, 2015 Author Posted October 23, 2015 Christ, I can't do anything right by you guys, can I?
SierraKomodo Posted October 23, 2015 Posted October 23, 2015 2-4u of anything is fuck all. It's throwaway equipment that'll last one or two cases. The point being that MD's start with a fully loaded trauma medkit. Sec officers start with flashes and cuffs. Reasonably, trivial amounts of chems and first aid equipment should be included for EMT's on arrival. EMT's spawn with an advanced first aid kit just like medical doctors do. In fact I think the EMT and MD loadouts are the same, except for the jumpsuit and jacket.
Nogo3 Posted October 23, 2015 Posted October 23, 2015 The suggested load out that you've made up seems like it's a ~biiitt~ too much for the case of coming onto the station immediately. It might be more ideal to add a few more items to the map itself by putting a few things in the...I actually don't remember what it's called. Crap. Well, besides the point, the EMT load out location. Taking away just a little bit from the suggested list, a small amount of chemicals (A few emergency pills, maybe a couple of syringes?). I know the idea is fast response time, but that's kind've difficult given if you need to get a roller bed anyways. So I do think reasonable starting stuff, with the ability to have additive stuff provided by other departments and jobs, should be included into the load out room rather than on immediate arrival. ADD-ON: Does this post make sense? It probably looks confusing to high hell.
jackfractal Posted October 23, 2015 Posted October 23, 2015 Kitting up is a pretty big part of the game. I don't think you're supposed to spawn with enough supplies to adequately do your job. That being said, the pill bottle confuses me. 1u of regular dylovene isn't going to do much for someone with respiratory damage. It's almost entirely redundant anyway 'cause you're also asking for full 30u bottles of the stuff.
Damarik Posted October 24, 2015 Author Posted October 24, 2015 Kitting up is a pretty big part of the game. I don't think you're supposed to spawn with enough supplies to adequately do your job. That being said, the pill bottle confuses me. 1u of regular dylovene isn't going to do much for someone with respiratory damage. It's almost entirely redundant anyway 'cause you're also asking for full 30u bottles of the stuff. For starters: Dylovene ain't used for Respiratory Damage...so I've no idea where you get that comparison. The 2 pills of 1u each are for cases that don't necessarily require a full 5, 10 or 15u, because I'm not sure if you've noticed...but you can't exactly just inject 1u of anything from a syringe. Most annoying. As for kitting up, then at least put this stuff in the EMT Break Room somewhere. Anywhere. I don't care. Fact is: if there's no chemist, then we have to raid the Medical Storage room for stuff and hope to god it hasn't been taken if we're starting after the round has already begun. The Advanced Trauma kit is all well and good. However, if you're looking for more specific cures instead of broad spectrum slap and paste, you're kind of out of luck.
Dreamix Posted October 24, 2015 Posted October 24, 2015 EMT Jacket Pockets:1 Bandage Roll 1 Ointment Tube Medical Belt: 1 Pill Bottle Containing the following - 2 pills of 1u Each: Arithrazine, Bicardine, Dylovene, Ethylredoxrazine, Hyronalin, Tramadol, Tricordrazine 1 Bottle of each of the the above, and a syringe Medical Backpack: 2 Splints 2 Stasis Bags I just... Don't get it? Bandage rolls, ointment, splints, you can get these from a MedPlus (or however its called). Stasis bags, these are supposed to be sort of rare, I think. Only use them when inaprovaline won't do the work of keeping a patient alive. Pills and bottles, it may make chemistry obsolete. Imagine a roboticist arriving with two beakers full of sulphuric acid and odysseus boards, because a scientist is rarely here, and they need to be ready to make mechs right now. Also, one unit of anything is useless, it's far too small dose or the patient will heal on his own, and full bottles of things are a little too much, without chemistry. I think you are taking this too seriously, as a EMT, all you need is a hardsuit, a stretcher, bandage, ointment, and a box of inaprovaline injectors. SS13 has always been about finding a way to achieve your goals, no cryo? Dylovene+Inaprovaline, using a sleeper. No power in the medbay? Use traditional methods: bandages, ointment and some tea. No medicines at all? Bother botany and the kitchen. No hand-scanners or medHUD's? Examine, and actually talk with the patient. No chemistry? Ask the HoP, the AI or a borg to let someone qualified do some chemistry. Everything's possible, you just need to know how.
Guest Posted October 24, 2015 Posted October 24, 2015 The 2 pills of 1u each are for cases that don't necessarily require a full 5, 10 or 15u, because I'm not sure if you've noticed...but you can't exactly just inject 1u of anything from a syringe. Most annoying. The dropper allows you to exchange in 1 unit increments to a total of 5 units. To do this right click the dropper and click whatever the option is that lets you change amounts. (I haven't played in bazonks so I don't remember some things, sorry.)
jackfractal Posted October 24, 2015 Posted October 24, 2015 Ah, yeah you're right. I meant dex. It's been a while since I played medbay. I think the reason medbay is in trouble without a chemist is because the chemist is supposed to be required for a working medbay. If you don't have a chemist you're supposed to be in trouble. The game isn't particularly consistent in its design, but sometimes jobs are designed to be dependent on other jobs.
Lady_of_Ravens Posted October 24, 2015 Posted October 24, 2015 I think the reason medbay is in trouble without a chemist is because the chemist is supposed to be required for a working medbay. If you don't have a chemist you're supposed to be in trouble. The game isn't particularly consistent in its design, but sometimes jobs are designed to be dependent on other jobs. As with many of the critical jobs, the AI can perform all the parts that require actual IC skill so long as there's someone with hands to assist. Though, naturally, this relies upon getting an AI who knows at least a bit about chemistry and isn't godawful busy.
SierraKomodo Posted October 24, 2015 Posted October 24, 2015 I'm also going to mention here that I think you're trying to step beyond the role of an EMT/Paramedic. Your job should be to stabilize the wounded on-scene, by cleaning and securing burns/cuts/breaks, getting them on a stretcher or in a stasis bag if necessary, maybe giving small amounts of certain medicines to stabilize them (Dexalin if they have a popped lung for example, dylovene if there's a toxins issue), then bring them to medbay for the doctors/surgeons to properly fix them up. All of the tools you need for this can be taken from the medkits, the medplus dispenser, chemistry, or even ordered from cargo in a medical crate
Damarik Posted October 24, 2015 Author Posted October 24, 2015 Fair enough. I was trying to keep from robbing Medical Storage of half it's gear...but if this is the consensus, then perhaps I shall try a simpler suggestion.
SierraKomodo Posted October 24, 2015 Posted October 24, 2015 Fair enough. I was trying to keep from robbing Medical Storage of half it's gear...but if this is the consensus, then perhaps I shall try a simpler suggestion. To be fair, like most other departments, if the departmental storage starts lacking supplies, that's what the cargo department is for.
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