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Paramedic feedback

Posted: Tue Dec 24, 2019 10:03 pm
by Denton
https://github.com/tgstation/tgstation/pull/48236

What do you thunk about the job so far?

tl;dr
- Their job is to stabilize patients and haul them back to medbay where doctors take care of treatment
- Paramedics have access to department lobbies minus brig, but lack acccess to many medical areas to keep them from becoming Doctor+ (see below for details)
- For now, only 2 job slots. If this turns out to be too few during testing, we can always increase it.

Re: Paramedic feedback

Posted: Tue Dec 24, 2019 10:21 pm
by deedubya
Part of me feels this is a bit unnecessary, adds to an already bloated medical department, and could be better served by giving MDs maint + basic lobby access, so doctors could choose to be first responders or medbay bound depending on their taste and the situation at hand. Some doctors(including myself) already do this, usually with the HoP's assistance.

The other part of me sees this as something that should have been in the game already, and helps to add a necessary and dedicated interim between laying dead in maint and winding up at the medbay.

I'm honestly torn. I think I'd still lean towards doctors being given the additional access, though. Out of everyone in the medbay, the basic doctor has the least access to my knowledge. Giving them maint would certainly help. Perhaps adding Jaws of Life to the medical lathe would also be a boon for potential paramedics, with or without a dedicated job. Jaws of life are typically seen as rescue equipment, rather than the engineer's skeleton key that they currently function as. (also, why do engis even need jaws anyway, they can all get insuls and hack doors freely)

Re: Paramedic feedback

Posted: Fri Dec 27, 2019 9:39 am
by Lo6a4evskiy
Five doctors should really be enough for this, they already have access to handheld monitors. I think it's more interesting to have people take on such roles rather than force it.

Re: Paramedic feedback

Posted: Fri Dec 27, 2019 4:15 pm
by Lazengann
I've been having a blast with it. I like the additional access and the "wait and respond" style of gameplay, so I can still get my socialization in. I keep walking in on antagonists and getting brutally killed but that's part of the fun. I like letting other doctors do the healing. I think it's a great addition.

Re: Paramedic feedback

Posted: Fri Dec 27, 2019 8:41 pm
by RaveRadbury
Lazengann wrote:so I can still get my socialization in.
This. I would argue that most jobs should allow for some kind of downtime for interactions between players. Splitting doctor like this is great and eliminates the chore of trying to finagle the HoP into it.

Re: Paramedic feedback

Posted: Fri Dec 27, 2019 10:19 pm
by Tlaltecuhtli
? ? cool job but why is it only testemerged in terry? job works better on higher pop like event hall

Re: Paramedic feedback

Posted: Fri Dec 27, 2019 11:57 pm
by Lazengann
What's especially nice is that you don't have to sit in medbay to know when to respond so you can give the clown, mime, and bartender some love without feeling like you're blowing your job off.

Re: Paramedic feedback

Posted: Thu Jan 02, 2020 5:09 am
by annoyinggreencatgirl
I find this job fun from both a practical and RP standpoint and it's possibly my personal favorite bit of crew content so far since the antag freeze started.

Only have two bits of feedback:
  • 1: Round start health analyzer maybe?
    2: I'm an emergency first responder, presumably... So couldn't there be a more emergency-ish way to give epinephrine, calomel, formaldehyde than a syringe and some bottles? A small but generous supply of medipens, a hypospray, anything?

Re: Paramedic feedback

Posted: Thu Jan 02, 2020 6:24 pm
by Dr_bee
annoyinggreencatgirl wrote:I find this job fun from both a practical and RP standpoint and it's possibly my personal favorite bit of crew content so far since the antag freeze started.

Only have two bits of feedback:
  • 1: Round start health analyzer maybe?
    2: I'm an emergency first responder, presumably... So couldn't there be a more emergency-ish way to give epinephrine, calomel, formaldehyde than a syringe and some bottles? A small but generous supply of medipens, a hypospray, anything?
You dont need a health analyzer to stabilize someone. examine them and you see that they are bleeding or unconcious and go from there. Paramedics are about moving the injured to medbay not curing them on the spot.

Re: Paramedic feedback

Posted: Thu Jan 02, 2020 7:46 pm
by Armhulen
this job is pretty great. i like spending my time pda'ing people to turn on suit sensors. my only complaint is that there really aren't many alt clothes you can wear that would still make you look like a paramedic because if you're gonna be swishing around your elevated access you best be showing people you are a paramedic from a glance

Re: Paramedic feedback

Posted: Thu Jan 02, 2020 10:03 pm
by deedubya
Dr_bee wrote:
annoyinggreencatgirl wrote:I find this job fun from both a practical and RP standpoint and it's possibly my personal favorite bit of crew content so far since the antag freeze started.

Only have two bits of feedback:
  • 1: Round start health analyzer maybe?
    2: I'm an emergency first responder, presumably... So couldn't there be a more emergency-ish way to give epinephrine, calomel, formaldehyde than a syringe and some bottles? A small but generous supply of medipens, a hypospray, anything?
You dont need a health analyzer to stabilize someone. examine them and you see that they are bleeding or unconcious and go from there. Paramedics are about moving the injured to medbay not curing them on the spot.
You're supposed to at least stabilize them on-site though, so they can be safely transported to medbay.

That being said, in response to the original post: That's the advantage of being an EMT instead of a random crewmember. It's literally your job to treat/stabalize on-site, so you're not expected to just jam an epipen and fireman carry them to medbay. Since it's your dedicated job, you have the time(and resources) to use more mundane tools to get them stable before hauling them off.

Alternatively, loot all the white kits from medicine storage and just have a belt full of epipens. It's what I did back when I played doctor-EMT.

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 12:28 am
by Nabski
annoyinggreencatgirl wrote:I find this job fun from both a practical and RP standpoint and it's possibly my personal favorite bit of crew content so far since the antag freeze started.

Only have two bits of feedback:
  • 1: Round start health analyzer maybe?
    2: I'm an emergency first responder, presumably... So couldn't there be a more emergency-ish way to give epinephrine, calomel, formaldehyde than a syringe and some bottles? A small but generous supply of medipens, a hypospray, anything?
Your PDA has a health analyzer built in.

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 7:14 am
by Kryson
The paramedic has an uncanny ability to always be doing surgery on your patients when you want him to be out looking for patients, but he is invariably somewhere else when you need him to administer calomel.

I think it is a good job, but i wish they had more specialist tools because they are too much like a doctor at the moment.

I think the 3 main medbay jobs have quite a bit of overlap and need to be better delineated.

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 11:32 am
by Dr_bee
Kryson wrote:The paramedic has an uncanny ability to always be doing surgery on your patients when you want him to be out looking for patients, but he is invariably somewhere else when you need him to administer calomel.

I think it is a good job, but i wish they had more specialist tools because they are too much like a doctor at the moment.

I think the 3 main medbay jobs have quite a bit of overlap and need to be better delineated.
This can easily be solved by removing their surgery access. Heavy handed but nothing says "not your job" like the doors not opening.

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 12:07 pm
by HommandoSA
Dr_bee wrote:
Kryson wrote:The paramedic has an uncanny ability to always be doing surgery on your patients when you want him to be out looking for patients, but he is invariably somewhere else when you need him to administer calomel.

I think it is a good job, but i wish they had more specialist tools because they are too much like a doctor at the moment.

I think the 3 main medbay jobs have quite a bit of overlap and need to be better delineated.
This can easily be solved by removing their surgery access. Heavy handed but nothing says "not your job" like the doors not opening.
Paramedics do not have access to surgery.

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 1:45 pm
by Kryson
HommandoSA wrote:
Dr_bee wrote:
Kryson wrote:The paramedic has an uncanny ability to always be doing surgery on your patients when you want him to be out looking for patients, but he is invariably somewhere else when you need him to administer calomel.

I think it is a good job, but i wish they had more specialist tools because they are too much like a doctor at the moment.

I think the 3 main medbay jobs have quite a bit of overlap and need to be better delineated.
This can easily be solved by removing their surgery access. Heavy handed but nothing says "not your job" like the doors not opening.
Paramedics do not have access to surgery.
True, most surgery is done on the stasis beds though since they are superior to the surgical tables. (mostly tend wounds / coronary bypass / lobectomy)

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 3:36 pm
by Mickyan
Spitballing ideas here but these guys could use a rollerbed/iv drip combo

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 4:35 pm
by Anonmare
Ideas:
The stasis beds/cryogenics could be better isolated with airlocks and programmed to only respond to the doctors, chemists can still access cryogenics for beaker replacement.
Paramedics could have a machine that can reload epi-pens (and only epi-pens) for fast administration without giving them hyposprays (that should remain CMO only)
Move the medical spacesuit from the CMO's office and move it to the paramedic area for space retrievals.
Allow aggressive grabs to reduce the rate of bleeding by half, wearing nitrile/latex gloves reduces it by 95%.
Make nitrile/latex gloves perform CPR faster than people without.
Give them a portable organ cooler for quickly and safely storing lost organs from gibs/disembowlments.
Allow them to carry crowbars in their belts for circumventing locked firelocks.
Move one of the fireaxe cabinets to (prefereably command's) to the paramedics where it would make more logical sense.
Port stasis bags, preferably the one-use variety.

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 7:12 pm
by Qbopper
Anonmare wrote:Allow aggressive grabs to reduce the rate of bleeding by half, wearing nitrile/latex gloves reduces it by 95%.
this is pretty fucking based but I like all of your ideas

glad to see some good medical changes being proposed

Re: Paramedic feedback

Posted: Fri Jan 03, 2020 7:29 pm
by annoyinggreencatgirl
HommandoSA wrote:
Dr_bee wrote:
Kryson wrote:The paramedic has an uncanny ability to always be doing surgery on your patients when you want him to be out looking for patients, but he is invariably somewhere else when you need him to administer calomel.

I think it is a good job, but i wish they had more specialist tools because they are too much like a doctor at the moment.

I think the 3 main medbay jobs have quite a bit of overlap and need to be better delineated.
This can easily be solved by removing their surgery access. Heavy handed but nothing says "not your job" like the doors not opening.
Paramedics do not have access to surgery.
I'm not sure what it's like on all the maps, but on meta paramedics have access to the smaller surgery room across from the CMO's office, but not the big operating theater across from the cryo room.

Re: Paramedic feedback

Posted: Sun Jan 05, 2020 10:30 am
by Dr_bee
Turning the little medbay maint storage rooms on meta and delta into a paramedic lounge/office for equipment would also be a good idea. If I recall correctly baymed codebases tend to have them.

It would further differentiate paramedics from medical doctors, as they would have their own gear-up and roundstart spawn area. the proposed epi-pen re-filler could be in this office.

Re: Paramedic feedback

Posted: Sun Jan 05, 2020 12:58 pm
by Tlaltecuhtli
i dont see the need of a paramedic room, when i play low/mid pop i make a chem bag and empty 1/3 of the medvendor in it, empty a tox kit and oxy kit in it, psicodine pill botle tooo-+, grab a white medkit and fill my medbelt with another white medkit and a backpack toolbelt from eva and then i m 90% walking around the station and going to places where ppl with sensors are hurt and carrying lava charred miner corpses to cloning and helping incompetent doctors if they are doing retarded shit, what i usually run out of is basic brute/burn patches , converol and iron pills , epipen is usefull only if the idiot is in an hardsuit and it takes too much time to remove it

Re: Paramedic feedback

Posted: Wed Jan 08, 2020 1:56 am
by Qbopper
Tlaltecuhtli wrote:i dont see the need of a paramedic room, when i play low/mid pop i make a chem bag and empty 1/3 of the medvendor in it, empty a tox kit and oxy kit in it, psicodine pill botle tooo-+, grab a white medkit and fill my medbelt with another white medkit and a backpack toolbelt from eva and then i m 90% walking around the station and going to places where ppl with sensors are hurt and carrying lava charred miner corpses to cloning and helping incompetent doctors if they are doing retarded shit, what i usually run out of is basic brute/burn patches , converol and iron pills , epipen is usefull only if the idiot is in an hardsuit and it takes too much time to remove it
I think this is why
Dr_bee wrote:It would further differentiate paramedics from medical doctors

Re: Paramedic feedback

Posted: Wed Jan 08, 2020 4:17 am
by cacogen
needs a stun baton and cuffs so you can heal people

Re: Paramedic feedback

Posted: Wed Jan 08, 2020 6:17 am
by Taraiph
cacogen wrote:needs a stun baton and cuffs so you can heal people
I have joked about it before, but roundstart every doctor, chemist, and viro should have a .357 and a couple of reloads for greytiders and brainlets who insist on stealing half the medkits. Or refusing to submit to surgery when they don't have enough blood in them to sustain a boner.

Better yet, just nerf the literal shit out of regen mesh and sutures.

(Paramedic's a good job. Nice work coderbus.)

Re: Paramedic feedback

Posted: Wed Jan 08, 2020 11:05 pm
by confused rock
if I want to do the exact stuff paramedics are made to do I'll still play fucking doctor for it. Scientist is all one job and so can doctor, this is still awkward. instead of the complaint of docs having nothing to do (which was fixed by giving them chemistry) now we have paramedics having nothing to do when people aren't in imminent danger, and doctors having nothing to do when people are.

Re: Paramedic feedback

Posted: Thu Jan 09, 2020 3:10 am
by oranges
oh boohoo baby

Re: Paramedic feedback

Posted: Mon Jan 20, 2020 2:03 am
by carshalash
I still don't understand why the pinpointer was changed to be shit.

Re: Paramedic feedback

Posted: Mon Jan 20, 2020 2:31 am
by cacogen
^ they never have their suit sensors up anyway

Re: Paramedic feedback

Posted: Mon Jan 20, 2020 2:39 am
by Sheodir
carshalash wrote:I still don't understand why the pinpointer was changed to be shit.
a magic "here's where they are" pinpointer was kinda boring and made the role essentially chasing down an arrow, now there's a bit more lookup to it
kinda hjave to make the crew pinpointer even rarer to compensate tbh, but I've been having fun chasing corpses with only the location and the ball

Re: Paramedic feedback

Posted: Mon Jan 20, 2020 5:29 am
by Dr_bee
Making the proximity pinpointer able to detect people with their sensors on but on any setting would make that particular pinpointer actually a nice sidegrade and useful to keep around instead of replacing it as fast as possible. Just a thought, direct upgrades are kind of boring.

Re: Paramedic feedback

Posted: Mon Jan 20, 2020 12:48 pm
by Mickyan
Pinpointer was useless before and it's just slightly more useless now unless you have no clue about the station's layout

The only time I wished I had the old one is the rare case you have to recover someone from space and it would have just saved me making a quick lap around the station

Re: Paramedic feedback

Posted: Tue Jan 21, 2020 11:16 pm
by NecromancerAnne
You job is partially reliant on needing the crew to maintain their suit sensors.

Also, being a running ambulance around the station is fun. But I'll be honest, I literally ditch the starting equipment and go get proper meds because people will almost always put someone in a worse critical state on-site and I have to do more than just stabilize or they'll not make it back to medbay. The only thing I might otherwise hold onto is formaldehyde for those instances where they end up dying en route, but I honestly think they need a dropper to apply it. A syringe wastes so much formaldehyde.

Re: Paramedic feedback

Posted: Wed Jan 22, 2020 1:16 am
by NoxVS
so are paramedics just doctors with less equipment

Re: Paramedic feedback

Posted: Wed Jan 22, 2020 1:54 am
by NecromancerAnne
They have roundstart maint access and basic access to most departments (except the brig), as well as a pinpointer and crew monitor. It's what many medical doctors already did but roundstart and officiated in a way. It's going out and healing people.

Re: Paramedic feedback

Posted: Wed Jan 22, 2020 10:56 am
by CPTANT
I still feel it is unnecessary job bloat and should have just been given to doctors. Medbay is already divided in too many niche jobs.

Re: Paramedic feedback

Posted: Wed Jan 22, 2020 1:20 pm
by confused rock
I used to like going out and healing people and was good at surgery, now I have to pick one. Boohoo I guess for not agreeing with orange man

Re: Paramedic feedback

Posted: Wed Jan 22, 2020 2:02 pm
by Sheodir
confused rock wrote:I used to like going out and healing people and was good at surgery, now I have to pick one. Boohoo I guess for not agreeing with orange man
CPTANT wrote:I still feel it is unnecessary job bloat and should have just been given to doctors. Medbay is already divided in too many niche jobs.
This just tells me you haven't played much since new Med got added in Medbay. Part of the reason why the Paramedic is an interesting addition is because the new Medical and upcoming cloning removal makes MD a much more involved role that is more consistently busy, as surgery now requires more than half a brain and is usually a little more needed since 'slap a patch on it' isn't as effective. There's been very little downtime in Medbay recently and the addition of PM as a separate role has absolutely helped.

It'd help more if PM players learned for good that they aren't discount MDs. Stabilize and bring in. Defib if dead. I still think they need some kind of EVA alternative for space rescues - I'm messing with the idea of a disposable, temporary EVA suit stored in a capsule.

Re: Paramedic feedback

Posted: Wed Jan 22, 2020 3:19 pm
by confused rock
I have played after the changes. I did both just fine, but it’s harder when the crew monitor costs 1000 vbucks so I can’t tell when I need to scoot at any time.

Re: Paramedic feedback

Posted: Sat Jan 25, 2020 11:10 am
by NecromancerAnne
There are crew monitors in medbay.

Re: Paramedic feedback

Posted: Sat Feb 01, 2020 8:15 pm
by Cobby
i've seen a lot of older doctor players go the role and use it as doctor+ since it's easier to get medbay access from CMO than it is to get maint access from hop

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 6:39 pm
by Qbopper
I'm unsure of the specific accesses since I haven't tried paramedic, what do they not get access to? If they don't already they should get access to the area with sleepers (I wrote this before realizing my mistake but I'll leave it because it's funny) so they can drop off stabilized patients a little more cleanly

Beyond that I think making MD more involved with surgery and giving another role the job to collect injured/unconscious/dead people and stabilize them before bringing them to the doctors is good design

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 6:48 pm
by Anonmare
To be honest, medbay needs to be more closed off and the paramedics need their own area seperate from medbay proper. I'd even go far as to say to bar paramedics from the stasis bed room by default to further reinforce the "not a doctor" message.

Nothing to be done about the CMO altering access levels but that's just something they always could've done in the past (I.E. Doctors for chemistry) and doesn't need to be addressed.

A more clear access restriction would go a long way to making the distinction between the two more clearer, much like engineers and atmos technicians who have similar, but distinct roles.

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 7:05 pm
by Qbopper
Anonmare wrote:To be honest, medbay needs to be more closed off and the paramedics need their own area seperate from medbay proper. I'd even go far as to say to bar paramedics from the stasis bed room by default to further reinforce the "not a doctor" message.

Nothing to be done about the CMO altering access levels but that's just something they always could've done in the past (I.E. Doctors for chemistry) and doesn't need to be addressed.

A more clear access restriction would go a long way to making the distinction between the two more clearer, much like engineers and atmos technicians who have similar, but distinct roles.
Yeah I was on mobile so I wrote my post poorly but I agree

I think the idea of a temporary holding lobby for MDs to pick up critical patients up from is a good idea, and on second thought, since paramedics are the ones out and about and MDs are staying in medbay, you shouldn't need stasis beds because the doctors should just see that a patient is there and bring them in

It might require some (pretty simple) mapping work to do this but I think you're on the right track

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 7:08 pm
by Sheodir
Qbopper wrote:I'm unsure of the specific accesses since I haven't tried paramedic, what do they not get access to? If they don't already they should get access to the area with sleepers (I wrote this before realizing my mistake but I'll leave it because it's funny) so they can drop off stabilized patients a little more cleanly

Beyond that I think making MD more involved with surgery and giving another role the job to collect injured/unconscious/dead people and stabilize them before bringing them to the doctors is good design
They have access to almost the full medbay sans Surgery room, CMO office, Chems and Viro. Not bad.
Anonmare wrote:To be honest, medbay needs to be more closed off and the paramedics need their own area seperate from medbay proper. I'd even go far as to say to bar paramedics from the stasis bed room by default to further reinforce the "not a doctor" message.

Nothing to be done about the CMO altering access levels but that's just something they always could've done in the past (I.E. Doctors for chemistry) and doesn't need to be addressed.

A more clear access restriction would go a long way to making the distinction between the two more clearer, much like engineers and atmos technicians who have similar, but distinct roles.
Disagreed. I don't have much issue with PMs working as MDs when there are MDs, only when they're lacking MDs. My main issue with PM permissions is that their sector permissions are weird. Sometimes they honestly need more (they can't enter into actual engineering space through the front door??) but sometimes they need less (can walk straight into engi storage and sometimes even the SM through maint!).
Qbopper wrote: Yeah I was on mobile so I wrote my post poorly but I agree

I think the idea of a temporary holding lobby for MDs to pick up critical patients up from is a good idea, and on second thought, since paramedics are the ones out and about and MDs are staying in medbay, you shouldn't need stasis beds because the doctors should just see that a patient is there and bring them in

It might require some (pretty simple) mapping work to do this but I think you're on the right track
Again, PMs acting as ghetto MDs isn't that much a problem given their lack of access to the Surgery room. They only do it when there are no MDs. It could be efficiently and cleanly discouraged further by moving stasis to Surgery proper since that's what they are - the actual surgery beds.

Barring PM access to the rest of Medbay proper would be terrible - they wouldn't be able to actually arm up on kits and equipment on Medical Storage.

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 8:43 pm
by Qbopper
Sheodir wrote:Barring PM access to the rest of Medbay proper would be terrible - they wouldn't be able to actually arm up on kits and equipment on Medical Storage.
I think the implication with anonmare and I was that the medbay would be reworked to give them less access overall, but via reworking the layout you'd still give them the ability to access the tools they need and a room to drop patients off in, as opposed to just as is removing accesses from paramedics

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 8:44 pm
by Sheodir
Qbopper wrote:
Sheodir wrote:Barring PM access to the rest of Medbay proper would be terrible - they wouldn't be able to actually arm up on kits and equipment on Medical Storage.
I think the implication with anonmare and I was that the medbay would be reworked to give them less access overall, but via reworking the layout you'd still give them the ability to access the tools they need and a room to drop patients off in, as opposed to just as is removing accesses from paramedics
I just feel this is unnecessary as all hell. PMs working as Doctors when MDs are not present is fine and expected behavior, if you keep MDs from being discount Paramedics they will naturally use up the stations and PMs be forced to head out for emergencies.

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 10:36 pm
by Super Aggro Crag
making medbay more closed off is good because then I have less assistants charging in after the paramedic dragging someone in crit demanding i give them my sutures or give them ligament hook or whatever

imagine if you were in a real hospital as a real doctor and a guy just shoved his way into the operating ward and started walking up to random doctors and asking them to feel around in him

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 10:37 pm
by Qbopper
Super Aggro Crag wrote:making medbay more closed off is good because then I have less assistants charging in after the paramedic dragging someone in crit demanding i give them my sutures or give them ligament hook or whatever

imagine if you were in a real hospital as a real doctor and a guy just shoved his way into the operating ward and started walking up to random doctors and asking them to feel around in him
based

Re: Paramedic feedback

Posted: Sun Feb 02, 2020 10:40 pm
by Sheodir
Super Aggro Crag wrote:making medbay more closed off is good because then I have less assistants charging in after the paramedic dragging someone in crit demanding i give them my sutures or give them ligament hook or whatever

imagine if you were in a real hospital as a real doctor and a guy just shoved his way into the operating ward and started walking up to random doctors and asking them to feel around in him
This isn't a bad point at all but I feel this is more a point for having a general medbay access segregation than a "Paramedics shouldn't access it" segregation. Put that in but let Paramedics come in.