The merging of medbay jobs

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CPTANT
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The merging of medbay jobs

Post by CPTANT » #229552

This idea is to merge medbay jobs the same way that scientists got merged ages ago.

More specifically I think a merge of doctors and chemists would be good.

Primarily the role of the doctor has almost no reason for existing. Basically all they do is wait until people get hurt and shove them into a machine the same way the person bringing them in will probably already do. The only exception really is the rare surgery that must be performed.

Chemists on the other hand are a job that basically doesn't require them to leave chemistry ever during a round.

Combining the 2 would make one dynamic job were the doctor can spend time creating medicines when things are quiet and utilize them during emergencies.

It will also make medbay a more interesting place as a traitor with the increased possibilities for both jobs.



1: Won't everyone instantly crowd chemistry leaving no space for me? No, half your colleagues will commit suicide just like before and of the rest half probably won't give a fuck.

2: But lube everywhere! Yes lube still sucks.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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kevinz000
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Re: The merging of medbay jobs

Post by kevinz000 » #229554

No
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CPTANT
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Re: The merging of medbay jobs

Post by CPTANT » #229555

kevinz000 wrote:No
Nice argument.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Saegrimr
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Re: The merging of medbay jobs

Post by Saegrimr » #229560

Shadowlight213 wrote:Not an argument
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
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Super Aggro Crag
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Re: The merging of medbay jobs

Post by Super Aggro Crag » #229568

So instead of two chemists fucking about there will be 12 of them? Dumb!!!;
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CPTANT
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Re: The merging of medbay jobs

Post by CPTANT » #229573

Super Aggro Crag wrote:So instead of two chemists fucking about there will be 12 of them? Dumb!!!;
as much as there are 12 scientists fucking about.
Timberpoes wrote: Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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PKPenguin321
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Re: The merging of medbay jobs

Post by PKPenguin321 » #229596

wasn't this suggested a year ago and shot down
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Aloraydrel
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Re: The merging of medbay jobs

Post by Aloraydrel » #229597

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Slettal
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Re: The merging of medbay jobs

Post by Slettal » #229614

At least on basil the doctors are quite busy. High pop rounds can even be stressful with medbay full of hurt and dead people. Healing, cloning, stuffing people in cryo and sleepers. Use defi where possible. There is just no time to do chemistry as well
Reece
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Re: The merging of medbay jobs

Post by Reece » #229616

>Bagel.
>High pop.
Wake me up
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FantasticFwoosh
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Re: The merging of medbay jobs

Post by FantasticFwoosh » #229699

Medical is too high RP for doctors as it is between not actually being able to do anything because they have no chemists to make medication, and waiting awkwardly outside of cloning to get access to do the geneticists job for them (because hulk hurr hurr hurr, bigger priorities)

My suggestion - Phase out chemists so the CMO has the burden taken off them as doctors can prescribe drugs whenever and do surgery like good little weenies, however gentics and cloning access seperated as to genetics LITERALLY becoming a scientific 'offshoot' like how virology is separate research (keeping with the theme of a science station and how hydroponics occasionally does the crazy shit but doesn't get any love from xenobio)

> Genetics doesn't have to deal with cloning, though they have the access to go in there as before, all doctors can use cloning but not access genetics so that genetics is used for the right purpose.

> Doctors are free to run medbay solo, and help the CMO (which they'd need to ask the CMO to use genetics because the CMO has the access to go there, only the RD & CMO and geneticists have genetics access within the two departments) and manufacture their own drugs for use more easily.

> Without chemists literally being slaved to the desk, you can easily micro different doctors by a numerical advantage having different prefferred roles, as you already do get with emergent surgeons (support those guys more, they rock) chemist wannabe's, and ERT units, not least the people who just mill around and fix everything with cryosleepers.

Geneticists don't function very well as is, literally their only function is to fiddle/fix genetic traits as a specialised job role, keep them close but don't require pathing access through cloning to get to them, just adjacent. Hopefully in later PR's and additions they can be given more to do. (*COUGH *COUGH* RAZHARAS HAS SOME IDEAS *COUGH* COUGH*)

> Just have a purple door already that isn't directly connected to cloning, move cloning closer to the morgue to free up genetics/medbay space ffs.

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