Minor Medical feedback and changes.
Posted: Mon Dec 31, 2018 3:22 am
In playing medbay and fucking around with the surgery system creating horrible monstrosities against nature I noticed a few changes that would make playing medical a bit more fun. I am hoping that these changes arent too hard to make.
Make The Revival Surgery Standard
The revival surgery is part of the high tier experimental surgery tech node. Revival surgery is however completely fucking useless in comparison to cloning. Revival surgery requires a doctors full attention and must be done on a corpse that is in the defib damage range. It also doesnt fix problems such as missing limbs or blood loss and leaves the patient/victim with a minor brain trauma.
Compare this to cloning, which can be done on any body, including husked bodies if upgraded, doesnt require direct doctor intervention, and can be done on multiple people at the same time with minor work creating multiple pods.
Revival surgery does have one niche use and that is on people with implants. Typically it it easier to revive surgery someone with augs or implants than it is to clone them and have them lose the augs. But experimental surgery is uncommonly researched due to round length. Making revival surgery standard can give adventurous doctors a bit more freedom in how they choose to revive a patient.
Increase The Defib Window
Kind of a no brainer. Defib is already limited by corpse damage, and the 2 minute window is not enough time to do anything to fix that like replacing limbs or augmenting seriously damaged areas. You cant 6 million dollar man a person and then defib them due to this short window.
Increasing the default defib time limit has been suggested before. 10 minutes is floated around, however this is a very long time, and removes some of the excitement of having to rush to try to save the corpse before it is too late. 5 minutes is a good number, it is long, but not too long as to make triage no longer needed. Ways to extend the defib time window would be nice to add as well, Corazone, a useful chem that is rarely used, stops damage from missing organs in living patients. I suggest that it pause or extend the defib window in dead patients. Adding some corazone into the medi-vends would be handy for medical in general, even as a paid exclusive item is a good idea just for its organ failure fighting properties.
Make Cybernetic Hearts Not Absolute Dogshit
Current cybernetic hearts are basically normal hearts with a minor bonus of injecting you with epinephrine when you go into crit once for regular hearts and once every 10 minutes for the upgraded versions. This sounds great until you look at the code and see that a single EMP causes and instant heart stop. This is a very harsh EMP penalty in comparison to the other cybernetic organs, which typically just take damage and cause a minor side effect, such as toxin damage for cybernetic livers and oxyloss for cybernetic lungs.
The instant heart failure needs to go for anyone to ever want to use those hearts. toning down the downside by making EMPing a heart cause bloodloss would be a more fair downside. It would still make EMPs a very powerful weapon against anyone with a cybernetic heart but it wouldnt mean instant death.
giving cybernetic hearts an increased defib window would also encourage their use. encouraging cybernetic use is good as it rewards trusting another player with your life. And with the current changes to surgery meaning you dont automatically see what surgery is being done on you this trust should be even more rewarded. It also provides a nice buff to EMPs.
These changes would do wonders to make medical a bit more interesting to play. Without disrupting the more fast paced speed of /tg/'s combat with complex surgery outside of a few cases.
Make The Revival Surgery Standard
The revival surgery is part of the high tier experimental surgery tech node. Revival surgery is however completely fucking useless in comparison to cloning. Revival surgery requires a doctors full attention and must be done on a corpse that is in the defib damage range. It also doesnt fix problems such as missing limbs or blood loss and leaves the patient/victim with a minor brain trauma.
Compare this to cloning, which can be done on any body, including husked bodies if upgraded, doesnt require direct doctor intervention, and can be done on multiple people at the same time with minor work creating multiple pods.
Revival surgery does have one niche use and that is on people with implants. Typically it it easier to revive surgery someone with augs or implants than it is to clone them and have them lose the augs. But experimental surgery is uncommonly researched due to round length. Making revival surgery standard can give adventurous doctors a bit more freedom in how they choose to revive a patient.
Increase The Defib Window
Kind of a no brainer. Defib is already limited by corpse damage, and the 2 minute window is not enough time to do anything to fix that like replacing limbs or augmenting seriously damaged areas. You cant 6 million dollar man a person and then defib them due to this short window.
Increasing the default defib time limit has been suggested before. 10 minutes is floated around, however this is a very long time, and removes some of the excitement of having to rush to try to save the corpse before it is too late. 5 minutes is a good number, it is long, but not too long as to make triage no longer needed. Ways to extend the defib time window would be nice to add as well, Corazone, a useful chem that is rarely used, stops damage from missing organs in living patients. I suggest that it pause or extend the defib window in dead patients. Adding some corazone into the medi-vends would be handy for medical in general, even as a paid exclusive item is a good idea just for its organ failure fighting properties.
Make Cybernetic Hearts Not Absolute Dogshit
Current cybernetic hearts are basically normal hearts with a minor bonus of injecting you with epinephrine when you go into crit once for regular hearts and once every 10 minutes for the upgraded versions. This sounds great until you look at the code and see that a single EMP causes and instant heart stop. This is a very harsh EMP penalty in comparison to the other cybernetic organs, which typically just take damage and cause a minor side effect, such as toxin damage for cybernetic livers and oxyloss for cybernetic lungs.
The instant heart failure needs to go for anyone to ever want to use those hearts. toning down the downside by making EMPing a heart cause bloodloss would be a more fair downside. It would still make EMPs a very powerful weapon against anyone with a cybernetic heart but it wouldnt mean instant death.
giving cybernetic hearts an increased defib window would also encourage their use. encouraging cybernetic use is good as it rewards trusting another player with your life. And with the current changes to surgery meaning you dont automatically see what surgery is being done on you this trust should be even more rewarded. It also provides a nice buff to EMPs.
These changes would do wonders to make medical a bit more interesting to play. Without disrupting the more fast paced speed of /tg/'s combat with complex surgery outside of a few cases.