Shadowflame909 wrote:
Firstly, The gear of an antagonist doesn't matter. Any murder-boner could tell you that /tg/station offers hundreds if not thousands of ways to cause mass death that security cannot stop, and that medical cannot recover from. The ones off the top of my head include The Colossus, A Tesla, Really Potent Kudzu, Xenobiology Spiders, One Mind, Revs, A Wizard who knows what they're doing, Any of the Antagonist Random Events that can only spawn after an hour, Traitorlings. The potential for Chaos is limitless, and that's why Medical crept up so hard. To mitigate some of this.
Medical is easily capable of mitigating these issues without sleepers. All of the same healing potential is there, it's not just infinity available at a single button press.
Shadowflame909 wrote:
Secondly, The implication that medical should not keep up 1:1 with antagonist potential is incorrect. See, you just wrote a sentence here and not explaining why you think that it shouldn't. But in short, the reason I think it should is simply because having Antagonists being so out of reach of the crew is how you get Antag-Like Behavior. Like Grey-tiding and Antag-Rolling, and a shitload of Escalation Abuse. The reason A game of Mafia isn't played all the time. Is because eventually, you'll get bored of not being the Killer. Here we have ways to mitigate this boredom with, I don't know maybe some "Content." If you're not keeping a department up to par with an alternative style of gameplay that isn't equal to the same amount of joy you can get from being the villain. Then you're going to get more people avoiding being anything other than the villain. The fewer people playing this game like GTA. The better. That starts with the content of Jobs. Bans are just a temporary seal.
This just seems like a non-sequitur. Medbay should be able to keep up with antagonist activity
when doctors are competent, not because anyone can shit out free full heals forever. By removing sleepers and making medbay less efficient, it allows good doctor players to feel accomplished by providing quick and efficient medical treatment, which is now not as easy to get.
Shadowflame909 wrote:
Third. That's not medbay, that's other departments as you so say. Departmental Co-operation and all instances of it have been a joke on /tg/ and have only lead to more Escalation. It's never a fair trade because not all departments have something to gain from each other. Which leads to negotiations failing and the only way to act being aggressive. Everyone has something they want to do when they pick a Job. And they're not going to bend over to the needs of a certain department. This is excluding the fact that sometimes the person you need something from is an Antagonist and will shoot you in the face for even having a reason to go near them.
The fair trade is a small amount of credits or time to ensure medbay can provide all the crew with fast and efficient treatment. You are also thinking very narrowly about how departments could interact. A lazy chemist could ask the botanists to make healing medicine in exchange for mutagen. Cargo's job is to order supplies so they should have no reason to complain if the CMO orders more medical supplies.
Shadowflame909 wrote:
On the Chemistry portion, No one wants to go home from a long day of whatever, and then get right back to work 0.5. You have to rely on one guy to have your interests in mind, and like I've said. Either they won't and you're going to have a shit time. Or you've got one of the good ones that are going to get burnt out in 3 shifts because of how tiring it is to be selfless. Then you go back to the shitty ones.
Chemistry having to slave away at healing chemicals is a strawman. There are plenty of other options for medical supplies, and plenty of spawned medical supplies such that chemistry has plenty of time to work on personal projects, before medicine comes even close to running out.
Shadowflame909 wrote:
Fourth, that doesn't even apply to half of the servers now and isn't going to apply to any of them in the future. Terry is different from this standard, Sybil is different from this Standard. And Orange-Man has a plan to forcefully increase the shuttle call time to 45 minutes if they don't get their longer rounds in any other way.
The spawn supplies can easily last 45 minutes. I've seen two hour long rounds where the supply room and venting machines are still half full. If the rounds really run that wrong, the station deserves to run out of medical supplies if they can't spare a single minute to order a few more medkits.
Shadowflame909 wrote:
Lastly, Your fourth and last argument contradict each other. We both know that when Engineering or Medical Degrade, it's shuttle call time. Because the game literally cannot function without a source of healing or a source of power. It should be one of our main goals to make it not Degrade. Otherwise, the round is over. Having a finite pool of medicine will only lead to Shorter Rounds and we know it. Like how we have a rule of 3s. SS13 is similar in the same way. The shuttle is getting called without power. The Shuttle is getting called without Medicine. The shuttle is getting called when people are bored.
The shuttle will be called because the power is out or people are bored far before medical supplies start to run out. Also,
medical supplies are not finite. There are at least 3 ways to easily and quickly produce infinite healing supplies. IF players can't be bothered to do a single one, then running out of supplies is the consequence. I believe the players are smart enough to handle it.