zxaber wrote:I've said this in other places, but I feel like the relationship between robotics and the borgs is what our medical system wants to be.
You know who repairs borgs when the robo isn't around? Fucking nobody. Engiborgs can keep the borg fleet free of physical damage, but when when wires are in need of a replacement, you either find a robo that's not busy dicking around in a mech, or you don't get repaired. This makes wire damage a bit of a pain in the ass for borgs, but it also makes the robo player feel more needed, and solidifies the notion that the borgs are in their care. Because if the robo doesn't look out for the borgs' well-being, nobody else will. It's actually a large part of why I love playing robo so much; the difference between a competent roboticist and a clueless one is staggering, and it feels good being a robo who knows enough to be appreciated by the silicons.
How do we translate this to medical? Good question. The most direct translation would be making burn damage not self-healable, requiring some outside tool or resource. Throw out ointment and anything that an individual can use to remove burn damage on themselves, and maybe make it a multi-step process to heal (ideally balancing with one cycle of the process healing the entire paitent's body evenly for the set amount). This would make doctors at least needed for healing burn damage (especially if it requires tools that are in somewhat short supply), and it would mean that people with lots of experience in the job would be quicker and more appreciated. Of course, there's also a bunch of thought to be put into how powerful burn attacks would be if they can't be self-treated, but still, food for thought.
Oh, and as an aside:
If we wanted to give Robo some sort of debraining item that does nothing but debrain and remove the surgery tools so that all the powergamers have to have medical do their damn augment surgery and give the doctors something to do, I'd totally be on board. Just sayian.
To be fair, as a shaft miner doctor, I'll heal anyone who comes to medical, cyborgs included.
And while you're right about how increasing the bond between medical and being healed closed knit sounds desirable, to do so in a similar way to the Cyborgs sounds good, but it's terrible.
1. Massive indirect buff to flame throwers, plasma fires(this is especially bad, plasma fires tend to ruin stations, this would just massively increase their kill count), and even welders.
2. Significant indirect nerf to shaft miners, but especially to new shaft miners. Got shot by a watcher 2/3 times because you're not used to fighting them or just bumped into one? Too bad, you have to either haul your ass the entire way back to the station and into medical and wait for someone to heal you(probably at a gimp because you can't heal it), or continue trying to mine, while walking at a slower speed leaving you especially vulnerable to anything wanting to kill(god forbid you stumble upon a megafauna or the firedrake, if the fire drake ever sets you on fire it's over).
3. Indirect buff to lavaland artifacts, the rod of aclesius already makes 3/4 of medical redundant, but would become the only easy way of healing burn damage, especially on a wide scale. If a shaft miner wants to be an asshole or milk the station for what it's worth (like using Gar Yok to keep ahold of the staff), the entire station has to suck their dick so everyone doesn't have to suffer from the inhumanity that will become burn damage.
Also if people want to I think they can move Sleepers that can be found from lavaland and space ruins back to the station, so it's not like you can't have a sleeper.
Though I think stasis beds are good as an addition, but not necessarily a replacement to sleepers.