Skull132 Posted April 2, 2016 Posted April 2, 2016 It's a bit of a toss-up. Here's some backstory: Aurora has had one OR for the past 2 years and we've been perfectly fine. This iteration of the map, a carbon copy of Bay's map in January, has only been running since January. We've had 2 ORs only for the past 3 months. As for any mappers playing Medical: I did two stints in medical, both lasting up to 6 months with at least a secondary character (one round per day, minimum). My first run as a surgeon was back when the server started, during low population. And my second run was as an Unathi MD/Human CMO a year ago. At which point, our population was comparable to how it is now. To say that you cannot manage without two ORs is to tell a lie. You can, perfectly fine. There is only one situation where a patient needs immediate treatment, and that is with internal bleeding. In every other case, you can stabilize the patient and keep them stable without a hassle until the OR opens up. Even with a patient suffering from internal bleeding, you can keep them alive and semi-stable if you can respond fast enough and have a good supply of blood. (Present intel from a doctor who doctors SS13 forever is that internal bleeding isn't as deadly as it used to be, but has increased slightly in frequency due to ballisticurity.) The fact is, a second OR is a quality of life improvement, and those are optional.
Lucychan42 Posted April 2, 2016 Author Posted April 2, 2016 I see. Arguably, a quality of life improvement of a certain amount of significance could be declared vital. I've always had patients waiting for surgery, but if there was only one it would just result in further waiting times. Which does mean that more people have to wait a longer period of time before being returned to recovery. Even just acting as a lone surgeon in a recent round, it was fairly hectic. Having to operate over and over with no break, patient after patient. And that was just with one surgeon. Two can't operate in the same room and roller bed surgery isn't exactly the safest thing. I dunno. I'm just echoing the same points and presenting more proof that a second OR would not only improve medbay effectiveness but also be considered necessary in some scenarios. But again, I can't seem to sway those in control of making this decision to agree with me, so I'm at a loss of what to do. I mean if it would help I could take screenshots of every time we had an overflow of patients but I don't feel that would influence the vote if staff feel "well good! It's supposed to be difficult. You're supposed to be working hard to stabilize people with internal bleeding while the OR is occupied." So I'm trying, but I'm also not sure when neither side will budge on the matter. I mean a derelict OR seems counterintuitive and even a CE player agrees. I mean it's a compromise, and if that's all we're getting then I guess that's what we'll have to work with, but it's as much a benefit as giving us an empty room in the medbay for us to rebuild to whatever we need (which will usually be an OR).
Nanako Posted April 2, 2016 Posted April 2, 2016 (edited) Two surgery rooms is not just a quality of life improvement,, it's an RP improvement. It allows a larger staff to work together and more efficiently. IF we only have one surgery room, not only can we only do one surgery at a time, but we can also only use one surgeon at a time. Which means a bigger portion of a large medical staff is sitting around with nothing to do, even though they have patients to treat. It also means that patients who need surgery, are going to be spending a whole lot more time lying around in medical waiting for their turn, which is pretty boring, many people are eager to get back to work ASAP. Medical treatment is already of some questionable usefulness when there's the option to just let people die (or kill them) and then clone them. Its more RP and ruiles that are stopping us doing that now, not gameplay balance. The doctors are having less fun. the patients are having less fun It'll suck a bit of joy out of the game for everyone, you're removing fun. That's my biggest gripe here What are we gaining in return? What's your justification for this? Do you feel that medical is overpowered and needs to be nerfed? Is this about game balance? Antagonists might appreciate being able to takepeople out of commission for longer, are you wanting to make things easier for them? Even still they tend to just murder, and lack of a surgery room won't change that Why not have half as many guns in the armoury too. Or make engineering not have enough multitools and insulated gloves for everyone. These would have a similar effect, hurting people more than affecting the game as a whole what's your design goal here? Edited April 2, 2016 by Guest
Skull132 Posted April 2, 2016 Posted April 2, 2016 The arguments for not adding it have been posted many a times. Most of them align with forcing effort in order to received QOL improvements. That's partially the premise behind SS13: you want something nice, you have to work for it.
Feorn Posted April 2, 2016 Posted April 2, 2016 What are we gaining in return? What's your justification for this? Do you feel that medical is overpowered and needs to be nerfed? Is this about game balance? Antagonists might appreciate being able to takepeople out of commission for longer, are you wanting to make things easier for them? Even still they tend to just murder, and lack of a surgery room won't change that I know you're fairly new around here, but Aurora got by just fine for a long time with only one operating room. If you're talking about game balance, an antag murdering someone often gets them back in the game faster. You can clone someone faster than you can perform surgery on them. If an antag really wants to take someone out of a round permanently they can. One OR makes teamwork more important for the medbay. You have one doctor/nurse run the scans and prep the patients and another cutting them up and it'll go nice and quick. In addition, other than bones/internal bleeding/appendicitis/missing limbs everything is faster to treat with chemistry anyway. Something to keep in mind with the new map is that vacuum injuries (ex. Ruptured lungs) might end up being a lot less common. As far as I understand the map is an asteroid map, and when people blow holes in the station, it might not lead to hard vacuum right under the floor tiles.
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