CPTANT wrote:And now you say yourself that it is a shallow and thankless job. How does adding chemistry NOT change the job, it gives something to actually do in those long spans of time between people needing medical aid.
The chemistry system may be robust but it is vastly under-utilised since chemists have no reason to ever leave their booth, a chemist out of his booth is instantly noticeable.
You're mixing my argument around to suit yourself. Its shallow and thankless because the system that it is built on is shallow and encourages self-service. You won't change that by turning everyone into chemists. The system will remain shallow and self-service. You fix that by changing medical (see the other thread on the topic) not by just making more chemists to produce more self-serivce chems. You're proposing a bandaid solution to a medical system badly needing depth by saying "well, chem has some depth and I don't like waiting for mutagen so lets just make everyone a chemist so then medbay will suddenly become interesting because everyone will be doing chem."
A chemist out of his booth should be noticeable BECAUSE the system is robust. That's entirely the point. We don't have some magical shortage of chemists doing antag things as chemists so I don't see your argument here. Are you suggesting that antag chemists would rather just sit in the chem shed than be antags?
CPTANT wrote:
You can just stand there mixing super obvious ClF3 or something else and people will just go "lol, hellfoam"
You need to make up your mind. Is chemistry a robust threat that players should care about or a meme that people blow off because who cares what the chemist is doing?
FantasticFwoosh wrote:You roll MD just to be a doctor with additional access to chem and cloning so you can run medbay solo, i don't see the remainder of your argument? Its not exactly secret in a open office surrounded by windows anyway, its sneaker to find a backroom in medical to mix some chems you take with you.