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Re: CLONING REMOVAL FEEDBACK

Posted: Sun Feb 09, 2020 4:08 am
by Shadowflame909

Bottom post of the previous page:

PKPenguin321 wrote:
Things I think could use changing:
- Turning monkeys into humans with mutadone is kind of awkward, a machine that does it might be cooler
We gotta put genetics back into medbay.

Otherwise it's medbay in reverse, where genetics get replaced by a machine. Like how MD's started off useless and only required to operate the sleeper.

Re: CLONING REMOVAL FEEDBACK

Posted: Sun Feb 09, 2020 12:45 pm
by Sheodir
PKPenguin321 wrote:I've played a bunch of MD since this change and I'm happy to say that it's actually not bad at all. I do miss empty cloning and the experimental cloner but in terms of how playing medical has changed, I think this has overall been a positive. That said, I did really like the theme of cloning, and I don't think it would have hurt to just put the same restrictions defibbing had onto it, but whatever.


Things I think could use changing:
- Turning monkeys into humans with mutadone is kind of awkward, a machine that does it might be cooler
- Not every map has a cell charger for the defib cells, which is really annoying
- While I do like the progression that surgery has with skill levels and different tiers of tools, it is still kind of boring at times. I've alt tabbed out of boredome during a very long Tend Wounds before because I literally had nothing to do but wait. Not sure how to fix sadly
- I wish there was some incentive to frankenstein people together instead of it being just a meme, I think there's some untapped potential here
- There are often way too many doctors leaving only one or two to do surgery while the others are left to boredom. The way the number of slots scales could be looked at, or surgery could somehow be made to benefit from having multiple people present?
I don't see why not put cloning back as part of a bigger focus in Genetics since I feel that role needs some tweaking anyway. I think the only thing is taht there should be an appropriate cost to avoid it being used as a way to avoid traditional healing too much, but just having it be on Science is half the work as is.
peoplearestrange wrote:I just played a round where a load of security and others got caught in a deadly brawl, and watching medical deal with it as it unfolded was honestly like a medical drama.

We had doctors rushing around saying things like "shit there are no beds left" or "get this one to surgery" and prioritising recently dead patients to resuscitate. Doctors calling for more hands or certain medicines to the chemists.

Most people managed to be revived, some didn't and it actually came off really well. Hearing about someone that wasn't so lucky or didn't make it was actually neat and made you cherish that fact you were one of the lucky ones that made it back to the land of the living.

I do think some maps now need reorganisation of their medbays to properly fit the new flow of work.
So it be like:

Entrance
Emergency room with stasis beds (4 minimum)
Linked to surgery or cyro's
Then next to it a ward with beds with drips and other things for non critical recovery and such.
Was in this shift yesterday and really felt the lack of properly used space. It wouldn't be that bad in Delta which now has an entire surgery ward, but we really need something like that in all Stations. This shift was in Box I believe.

Re: CLONING REMOVAL FEEDBACK

Posted: Sun Feb 09, 2020 1:58 pm
by peoplearestrange
Sheodir wrote: Was in this shift yesterday and really felt the lack of properly used space. It wouldn't be that bad in Delta which now has an entire surgery ward, but we really need something like that in all Stations. This shift was in Box I believe.
Yeah thats right. I agree, delta would be fine. And yeah it was Boxstation, which its medical is a little messy given it was sorta tacked on/re-purposed rooms as various parts of medical became popular/new or unpopular etc

Re: CLONING REMOVAL FEEDBACK

Posted: Sun Feb 09, 2020 2:52 pm
by Anonmare
I feel like the mainstay maps just keep adjusting whats already there and struggle to adapt to total redesigns in balance. Like how nanites were just shoved into some out if the way corner in most maps for a while.

Re: CLONING REMOVAL FEEDBACK

Posted: Sun Feb 09, 2020 5:19 pm
by Dr_bee
Slightly related. But Blood cult resurrection rune probably should go now that cloning is gone. Having one side have easy resurrection as well as conversion when the crew only has de-conversion seems counter to the current direction of the games design. Plus it would actually be neat to force people to do revival medicine outside of medbay like in a cult base.

Re: CLONING REMOVAL FEEDBACK

Posted: Mon Feb 10, 2020 12:40 am
by oranges
Anonmare wrote:I feel like the mainstay maps just keep adjusting whats already there and struggle to adapt to total redesigns in balance. Like how nanites were just shoved into some out if the way corner in most maps for a while.
mapping sucks, we have too many maps, as i have expressed many many times over.

Re: CLONING REMOVAL FEEDBACK

Posted: Mon Feb 10, 2020 12:43 am
by NoxVS
oranges wrote:
Anonmare wrote:I feel like the mainstay maps just keep adjusting whats already there and struggle to adapt to total redesigns in balance. Like how nanites were just shoved into some out if the way corner in most maps for a while.
mapping sucks, we have too many maps, as i have expressed many many times over.
remove donut and box or pubby then

Re: CLONING REMOVAL FEEDBACK

Posted: Mon Feb 10, 2020 1:53 am
by Cobby
we will if you take them off rot

Re: CLONING REMOVAL FEEDBACK

Posted: Mon Feb 10, 2020 11:21 am
by NecromancerAnne
Dr_bee wrote:Slightly related. But Blood cult resurrection rune probably should go now that cloning is gone. Having one side have easy resurrection as well as conversion when the crew only has de-conversion seems counter to the current direction of the games design. Plus it would actually be neat to force people to do revival medicine outside of medbay like in a cult base.
I mean, it's actually super thematic that blood cult can resurrect the dead. They should just come back as undead and it should take more effort than clicking a rune. I swear the revival rune got buffed out the arse by Robustin at some point so it's now just free revives.

Re: CLONING REMOVAL FEEDBACK

Posted: Mon Feb 10, 2020 10:23 pm
by oranges
make them the zombies that don't have spread

Re: CLONING REMOVAL FEEDBACK

Posted: Tue Feb 11, 2020 12:33 am
by Timonk
You need 3 sacrifices (aka not conversion) to revive 1 cultie 2hich makes it basically only viable 9n robust people or when theres no one to convert

Re: CLONING REMOVAL FEEDBACK

Posted: Tue Feb 11, 2020 7:32 am
by Dr_bee
Timonk wrote:You need 3 sacrifices (aka not conversion) to revive 1 cultie 2hich makes it basically only viable 9n robust people or when theres no one to convert
That is not as hard as youd think it is considering mindshield implants make you insta-sacrifice. If cult really needs a way to resurrect, a special organ implant like a blood crystal heart replacement would be much cooler, and it would use the actual medical system.

Re: CLONING REMOVAL FEEDBACK

Posted: Tue Feb 11, 2020 8:36 am
by Timonk
You still need to kill and sacrifice 3 real human beings

Re: CLONING REMOVAL FEEDBACK

Posted: Tue Feb 11, 2020 8:56 pm
by Anonmare
Timonk wrote:You still need to kill and sacrifice 3 real human beings
Doesn't have to be humans, saccing catatonic/SSD, cyborgs and NPC mobs counts as well

Re: CLONING REMOVAL FEEDBACK

Posted: Wed Feb 12, 2020 12:06 am
by Grazyn
Anonmare wrote:
Timonk wrote:You still need to kill and sacrifice 3 real human beings
Doesn't have to be humans, saccing catatonic/SSD, cyborgs and NPC mobs counts as well
Wait so you can sac the cow and two hens in meta garden for a free revive?

Re: CLONING REMOVAL FEEDBACK

Posted: Wed Feb 12, 2020 12:26 am
by Timonk
So the first logical step to toning down the revive rune is making sure the sacced people still have a soul attached

Re: CLONING REMOVAL FEEDBACK

Posted: Wed Feb 12, 2020 6:16 am
by cacogen
Grazyn wrote:
Anonmare wrote:
Timonk wrote:You still need to kill and sacrifice 3 real human beings
Doesn't have to be humans, saccing catatonic/SSD, cyborgs and NPC mobs counts as well
Wait so you can sac the cow and two hens in meta garden for a free revive?
you'd be a monster to do that to featherbottom, kentucky and betsy however

Re: CLONING REMOVAL FEEDBACK

Posted: Wed Feb 12, 2020 10:05 am
by Anonmare
Grazyn wrote:
Anonmare wrote:
Timonk wrote:You still need to kill and sacrifice 3 real human beings
Doesn't have to be humans, saccing catatonic/SSD, cyborgs and NPC mobs counts as well
Wait so you can sac the cow and two hens in meta garden for a free revive?
You also get a free revive out the gate.

Re: CLONING REMOVAL FEEDBACK

Posted: Wed Feb 12, 2020 11:18 am
by Grazyn
I guess hunting mice and other maint vermins for revives is the cult meta nowadays uh

Re: CLONING REMOVAL FEEDBACK

Posted: Wed Feb 12, 2020 12:10 pm
by OFQ
Grazyn wrote:I guess hunting mice and other maint vermins for revives is the cult meta nowadays uh
Why hunt if you can breed them with cheese.
Spoiler:
If you think about it, it's quite cheesy :D
Grazyn wrote:and other maint vermins
Like assistants :?