Merge doctors and chemists

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CPTANT
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Merge doctors and chemists

Post by CPTANT » #266862

There is another thread currently about making medical less shallow. I think one of the problems is that the medical jobs are very unappealing to play due to the highly segregated nature of medbay jobs.

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.

The idea is to merge the chemist and doctor jobs the same way that scientists got merged ages ago.

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. The amount of freedom a traitor has in for example science is SO much greater than in medical because medical retained this separation of jobs. Merging allows traitors to blend in among other doctors instead of things being instantly pinpointed to one chemist.



1: Won't everyone instantly crowd chemistry leaving no space for me? There are two chemistry stations and both being occupied the entire round is highly unlikely.

2: But chemical X will get spammed!. If this is a problem then balance might have to be adjusted to a new meta.


I also posted something like this a year ago but that didn't really go anywhere and only attracted shitposting, so if you want to shitpost please go to the hut.
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Re: Merge doctors and chemists

Post by D&B » #266869

Just ask the CMO or Hop for access
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Re: Merge doctors and chemists

Post by Bluespace » #266871

+1
I'd go as far as merging genetics as well tbh.
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Re: Merge doctors and chemists

Post by CPTANT » #266872

D&B wrote:Just ask the CMO or Hop for access
Having to ask for access every round just highlights how useless the segregation is.
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Re: Merge doctors and chemists

Post by Qbopper » #266892

For the record, I didn't mean any offense in the original thread you posted, I just find it unlikely to appeal to very many people

EDIT: also cedar's post below sums up my actual feelings on the topic
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Re: Merge doctors and chemists

Post by cedarbridge » #266897

As I said in the medical rework thread, if the role is uninteresting, then make it interesting. You talk about freedom and such from merging, but consider that you're shifting exclusive roles (genetics and chem to MD) and thus making them more or less public. Both of these departments are exceptionally powerful in their own right and a lot of their balance is built into them being limited to two assigned access cards.

Specific to chemistry, what I see happening with this is: We now have 4-6 "chem-doctors" at roundstart. They supposedly have nothing else to do but chem to pass time so everyone crowds into the 2 chem stations. Something happens and medbay suddenly starts doing their actual job healing people. Chem now either lacks a dedicated person to make the chems the doctors need to heal people or somebody randomly (by choice or luck) settles into remaining in the chem shed to work. So we've returned to what we had to begin with only we had more people screwing around in chemistry at roundstart. I predict that roughly the same thing will happen with genetics. You'll just have more people pushing around the scanner consoles with access to fish for powers.

I just don't see this fixing the problem it claims to fix and creates a lot of its own problems. I'd rather have a medbay full of roles that are distinct and do distinct things than further blending the roles together.
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Re: Merge doctors and chemists

Post by CPTANT » #266912

cedarbridge wrote:As I said in the medical rework thread, if the role is uninteresting, then make it interesting. You talk about freedom and such from merging, but consider that you're shifting exclusive roles (genetics and chem to MD) and thus making them more or less public. Both of these departments are exceptionally powerful in their own right and a lot of their balance is built into them being limited to two assigned access cards.

Specific to chemistry, what I see happening with this is: We now have 4-6 "chem-doctors" at roundstart. They supposedly have nothing else to do but chem to pass time so everyone crowds into the 2 chem stations. Something happens and medbay suddenly starts doing their actual job healing people. Chem now either lacks a dedicated person to make the chems the doctors need to heal people or somebody randomly (by choice or luck) settles into remaining in the chem shed to work. So we've returned to what we had to begin with only we had more people screwing around in chemistry at roundstart. I predict that roughly the same thing will happen with genetics. You'll just have more people pushing around the scanner consoles with access to fish for powers.

I just don't see this fixing the problem it claims to fix and creates a lot of its own problems. I'd rather have a medbay full of roles that are distinct and do distinct things than further blending the roles together.

This is not an issue at all. Doctors require very little chems and the fact that they can make their own only make them better available, and having the choice of doing chemistry at a given moment because there is a need for is a good thing, it diversifies what someone does in a round. Having chemistry open to doctors does not make it public, Scientists having toxins access does not make that public either. Yes more access means that we will see this systems utilised more. But is chemistry over utilised? I don't think so.


I am not advocating merging geneticists btw
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Re: Merge doctors and chemists

Post by cedarbridge » #266970

CPTANT wrote:
cedarbridge wrote:As I said in the medical rework thread, if the role is uninteresting, then make it interesting. You talk about freedom and such from merging, but consider that you're shifting exclusive roles (genetics and chem to MD) and thus making them more or less public. Both of these departments are exceptionally powerful in their own right and a lot of their balance is built into them being limited to two assigned access cards.

Specific to chemistry, what I see happening with this is: We now have 4-6 "chem-doctors" at roundstart. They supposedly have nothing else to do but chem to pass time so everyone crowds into the 2 chem stations. Something happens and medbay suddenly starts doing their actual job healing people. Chem now either lacks a dedicated person to make the chems the doctors need to heal people or somebody randomly (by choice or luck) settles into remaining in the chem shed to work. So we've returned to what we had to begin with only we had more people screwing around in chemistry at roundstart. I predict that roughly the same thing will happen with genetics. You'll just have more people pushing around the scanner consoles with access to fish for powers.

I just don't see this fixing the problem it claims to fix and creates a lot of its own problems. I'd rather have a medbay full of roles that are distinct and do distinct things than further blending the roles together.

This is not an issue at all. Doctors require very little chems and the fact that they can make their own only make them better available, and having the choice of doing chemistry at a given moment because there is a need for is a good thing, it diversifies what someone does in a round. Having chemistry open to doctors does not make it public, Scientists having toxins access does not make that public either. Yes more access means that we will see this systems utilised more. But is chemistry over utilised? I don't think so.


I am not advocating merging geneticists btw
I'm not entirely sure how much time you actually spend in medbay, but as I described, the only reason current medbay requires "very little chems" is because sleepers exist in their current state. Chemists as a dedicated position exist to load the fridge with useful pills and patches and occasionally make useful specific chems on demand. I'm not seeing what is gained from expanding access to chem outside of low-pop rounds (where I believe chem is already open to medics) other than that you don't like having to ask for access to a department that's generally supposed to be busy all round anyway. That's why we have it as its own role. Chemists are expected to work chems all round. They aren't expected to have to leave the shed to do other things. Medics rely on the chemists to be working in the shed so they don't have to hunt for antitoxin, higher class heal meds, and so on.

Again, I don't see what problem this is fixing and I don't see how it is accomplishing that goal that expanding the MD role couldn't do better.
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Re: Merge doctors and chemists

Post by Anonmare » #266971

So basically what we did to science.

There was a time when scientists were split up between "Xenobiologists", "Toxins Researchers", "Researchers" and "Telescientists" (RIP in rest). The merge happened because individually, the jobs were too uninteresting and were too hard a tell whenever science fucked up (A bomb? Arrest the toxins researchers. Slimes? Arrest the Xenobiologist).

I think it could be good for medbay but I think viro should remain seperate, because there is nothing more annoying than working on a disease and six different asshats wanting to squirt their jizz into your Petri-dishes. Genetics too probably, we don't want powers to be too easy to acquire, let alone powers and super virii.
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #266976

Atmos techs & engineers have the same problem where their problems eventually intertwine, engies need pipes to construct new rooms but dont have the access, and solo atmos techs don't have the authority to maintain engines (also the atmos area in general is really big and isolated)

Also a problem is that all ills can be cured by a mixture of chems but chemists hold the key to getting that (or holding the station hostage not), while medbay eventually eats through its own medkit supplies to be empty/spams sleepers & cyrotubes (i did suggest the medic-lathe in which doctors manufacture their own supplies out of ingredients but that was shot down)

> We need incurable cancer or some conditions that you can't just fix out of a chem-tap, pill or patch

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Re: Merge doctors and chemists

Post by NikNakFlak » #266979

Not a terrible idea, but really no huge difference between having these job slots open and like 6 medical doctors who can do anything.
I think the latter promotes less people signing up though. Distinct set jobs tend to be filled more thoroughly.
Maybe it could work since as Anonmore said, it does work for science (more or less, reasonably well), but I'm just not really seeing a reason to change it/how will it improve anything?
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Re: Merge doctors and chemists

Post by cedarbridge » #266982

FantasticFwoosh wrote:Atmos techs & engineers have the same problem where their problems eventually intertwine, engies need pipes to construct new rooms but dont have the access, and solo atmos techs don't have the authority to maintain engines (also the atmos area in general is really big and isolated)

Also a problem is that all ills can be cured by a mixture of chems but chemists hold the key to getting that (or holding the station hostage not), while medbay eventually eats through its own medkit supplies to be empty/spams sleepers & cyrotubes (i did suggest the medic-lathe in which doctors manufacture their own supplies out of ingredients but that was shot down)

> We need incurable cancer or some conditions that you can't just fix out of a chem-tap, pill or patch
Departments are designed with the concept in mind that those departments will cooperate. In the atmos/engie case, the CE is supposed to be the bridge that coordinates the atmos and engineers to fix problems using the tools that each department has or to contribute their tools to whatever the project is. Joining those two departments would just turn engineering into just another case of "anyone can do anything alone" which defeats the point of a game supposedly built on social interactions. We aren't high RP or anything but a bare minimum of "the department does its specific task with tools fitting that department" isn't asking too much. This also applies equally to medbay. The CMO is supposed to bridge between the different subsections of the department and supervise that all parts are working together. This is why he/she has access to everything and the average MD does not. If chem is fucking around instead of filling the fridge, the CMO moves in and directs them. If genetics needs more mutadone or whatever, the CMO makes sure it gets where its needed. All of the chemist fucked off or died? CMO steps in.

The comparison to the science department doesn't really work when compared to these other two departments since the science departments aren't really any more reliant on the others than cargo is. Robotics and telesci require stock parts upgrades, but so does every other department. While xenobio can provide things to other departments, no department actually depends on them. In medical, each part is a connected organ of the others. Chem manages the cryo contents and fills the fridge, MD's actually handle patients and surgery, genetics takes up where MDs can't due to advanced damage or simple failure.

tl:dr if you want to do everything in a department on your own, pick the head role associated with that role.
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #266989

Most people do exactly that, hence why you see 1 man army RD's metaing up hard (mekhi and any other RD that isn't me because i understand socialist worker party values, laugh at me all you want) or MD's metaing up hard, or HOS's metaing up hard. Oh and don't get started on the HOP's that immediately assign themselves captain & walk directly to the armory/ lord around like they own the joint.

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Re: Merge doctors and chemists

Post by BeeSting12 » #267077

At first glance, I thought this was a terrible idea. But then I realized that science has five slots + the RD + the roboticists and it functions perfectly fine despite the fact that there are different jobs within the department that you can do. Medical could be the same way- maybe seven-eight people there roundstart along with the CMO and virologist. Two people can run chemistry, two can run genetics. So I'd support it. The only job I wouldn't include in this is virology tbh, it's too isolated from the rest of medical to be merged with the MD job.
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Re: Merge doctors and chemists

Post by kevinz000 » #267106

yes lets ruin medical even more and make its jobs even more worthless and broad.
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Re: Merge doctors and chemists

Post by BeeSting12 » #267109

kevinz000 wrote:yes lets ruin medical even more and make its jobs even more worthless and broad.
How does this ruin it? They're doing the same worthless jobs, it's just that five people will have access to the machine instead of two. And let's be honest, this is a good thing when half the time chemists fuck off to greytide with thermite/test meme grenades/test death syringes/all of the above.
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Re: Merge doctors and chemists

Post by Iatots » #267133

1) Remove magic chemicals that instantly heal with no drawback
2) there is no step 2
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #267141

kevinz000 wrote:yes lets ruin medical even more and make its jobs even more worthless and broad.
You literally cannot get any more obtuse in blocking any attempt to atleast try to address the problem because of stockholm syndrome that you can't magically meta-heal up yourself in a shower anymore on the cheap or fix your dumb injuries in the quickest way possible.
Iatots wrote:1) Remove magic chemicals that instantly heal with no drawback
2) there is no step 2
Seconded, gut the chemistry dispensers for infinite healing juice that means people never even have to actually physically enter medbay when they can heal to full on pills & patches. We have all natural plants to suppliment chemistry when botany can pull their weight with some actual responsibility. Sleepers (upgraded ones anyway) are a crime, replace them with static beds or make it so that you have to manually input chemicals into storage inside the sleeper.

The age of the energy conversion fabricator has come to a end.

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Re: Merge doctors and chemists

Post by MisterPerson » #267310

I've long been in favor of merging jobs down on the simple basis that it will increase interactions, not decrease them. Nothing makes it harder to physically interact with someone quite like a door locking you out of their autism fortress. Sure, you can hack in or get an emag, but then you're pretty much locked into the boring direct murder path.
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Re: Merge doctors and chemists

Post by cedarbridge » #267312

MisterPerson wrote:I've long been in favor of merging jobs down on the simple basis that it will increase interactions, not decrease them. Nothing makes it harder to physically interact with someone quite like a door locking you out of their autism fortress. Sure, you can hack in or get an emag, but then you're pretty much locked into the boring direct murder path.
I'm not really sure how this increases interactions when it really just makes it easier to go around the person you'd otherwise have to interact with.
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Re: Merge doctors and chemists

Post by Luke Cox » #267315

If the medical rework in progress goes though, this will be a moot point
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Re: Merge doctors and chemists

Post by CPTANT » #267331

Luke Cox wrote:If the medical rework in progress goes though, this will be a moot point

Actually I think with the rework I think merging would still be the better choice.
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Re: Merge doctors and chemists

Post by Luke Cox » #267333

If the rework goes through, doctors are going to be busy as fuck. They won't have time to mess around with chemistry.
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Re: Merge doctors and chemists

Post by CPTANT » #267368

Luke Cox wrote:If the rework goes through, doctors are going to be busy as fuck. They won't have time to mess around with chemistry.
That doesn't really make sense since there will be the same number of people in medbay with or without the merge.
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Re: Merge doctors and chemists

Post by Lumbermancer » #267371

cedarbridge wrote:I'm not really sure how this increases interactions when it really just makes it easier to go around the person you'd otherwise have to interact with.
You dip, he clearly meant interacting with mechanics not people.

Maybe merge Medical and Science since they already have a common denominator in the form of Geneticist. Then Engineering and Atmos, and Service with Cargo. And voila, you have 4 jobs. Don't forget to merge Clowns with Mimes too.

What a horrible idea.
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Re: Merge doctors and chemists

Post by DemonFiren » #267375

>engineering with atmos
do you even engisec
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Re: Merge doctors and chemists

Post by CPTANT » #267377

Lumbermancer wrote:
cedarbridge wrote:I'm not really sure how this increases interactions when it really just makes it easier to go around the person you'd otherwise have to interact with.
You dip, he clearly meant interacting with mechanics not people.

Maybe merge Medical and Science since they already have a common denominator in the form of Geneticist. Then Engineering and Atmos, and Service with Cargo. And voila, you have 4 jobs. Don't forget to merge Clowns with Mimes too.

What a horrible idea.
An hyperbole of merging everything isn't really an argument against merging the specific jobs stated in this thread.
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Re: Merge doctors and chemists

Post by Lumbermancer » #267378

The argument is in the quote. I just like hyperboles.
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Re: Merge doctors and chemists

Post by MisterPerson » #267379

cedarbridge wrote:
MisterPerson wrote:I've long been in favor of merging jobs down on the simple basis that it will increase interactions, not decrease them. Nothing makes it harder to physically interact with someone quite like a door locking you out of their autism fortress. Sure, you can hack in or get an emag, but then you're pretty much locked into the boring direct murder path.
I'm not really sure how this increases interactions when it really just makes it easier to go around the person you'd otherwise have to interact with.
Asking the chemist for sulfuric acid was technically an interaction but it was a shitty one. This is literally the exact same crap. Note that by interaction, I don't mean cooperation, I mean conflict.
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #267382

Not to mention botanists asking for mutagen (another lack of *TECHNICAL* depth since its very easy to 'tech' plants up and there aren't many quirks left with plant maintenance especially with the gene-editor making plants invincible & long living)

> Botanists have a sheet of plants they need to get, but use the same tool of unstable mutagen to get it by spamming on the trays, more variation of the sub-chems (ezgrow,left4zed) and moreso making them chemistry results (mix mutagen & sulphur for left4zed, mutagen & nutrient for ezgrow, mutagen & saltpeter for robust harvest etc etc)

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Re: Merge doctors and chemists

Post by cedarbridge » #267437

Lumbermancer wrote:
cedarbridge wrote:I'm not really sure how this increases interactions when it really just makes it easier to go around the person you'd otherwise have to interact with.
You dip, he clearly meant interacting with mechanics not people.
MisterPerson wrote:Nothing makes it harder to physically interact with someone
hmm
MisterPerson wrote:Note that by interaction, I don't mean cooperation, I mean conflict.
Then I still must not be hearing you. What does using an emag have to do with limited job slots for chemists being automatically shared among the whole medstaff? Are you complaining that its too hard to murder a chemist because he's in his "autism fort" with a single hackable/emagable door? What conflict are you actually talking about. You're using the term so vaguely that you've left me guessing.
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Re: Merge doctors and chemists

Post by Doctor Pork » #267450

Remove genetics, turn chem into a separate (secure) room in the back of medbay, buff chemmaster containers to make jugs (100cc containers), Remove genetics. Did I mention remove genetics?

Edit: ACTUALLY TURN GENETICS INTO CHEMLAB AND GIVE THEM BOXES AND A DESTINATION TAGGER EZPZ PHARMACEUTICAL DELIVERY
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #267502

Genetics is half science, who gets the custody case if the RD suddenly wants to turn geneticists into science staff and gets in a raging arguement with the MD who wants the geneticists to be medical staff.

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cedarbridge
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Re: Merge doctors and chemists

Post by cedarbridge » #267508

Doctor Pork wrote:Remove genetics, turn chem into a separate (secure) room in the back of medbay, buff chemmaster containers to make jugs (100cc containers), Remove genetics. Did I mention remove genetics?

Edit: ACTUALLY TURN GENETICS INTO CHEMLAB AND GIVE THEM BOXES AND A DESTINATION TAGGER EZPZ PHARMACEUTICAL DELIVERY
I've tried several times to add taggers to chem and I'm just too map editing retarded to get it to work without a million mystery conflicts.
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Re: Merge doctors and chemists

Post by Doctor Pork » #267631

FantasticFwoosh wrote:Genetics is half science, who gets the custody case if the RD suddenly wants to turn geneticists into science staff and gets in a raging arguement with the MD who wants the geneticists to be medical staff.
if you get rid of genetics and make the chemlab an overlapping access area with sci problem solved and it also makes rnd suck less
cedarbridge wrote:
Doctor Pork wrote:Remove genetics, turn chem into a separate (secure) room in the back of medbay, buff chemmaster containers to make jugs (100cc containers), Remove genetics. Did I mention remove genetics?

Edit: ACTUALLY TURN GENETICS INTO CHEMLAB AND GIVE THEM BOXES AND A DESTINATION TAGGER EZPZ PHARMACEUTICAL DELIVERY
I've tried several times to add taggers to chem and I'm just too map editing retarded to get it to work without a million mystery conflicts.
i wish i could do anything with this game without breaking it horribly
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Ezel
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Re: Merge doctors and chemists

Post by Ezel » #269803

>be cmo
>expecting chemists to happily do theif jobs and make healing chems
>instead one fucks off the whole round and the other makes deathchems
The future is horrible!
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cedarbridge
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Re: Merge doctors and chemists

Post by cedarbridge » #269805

Ezel wrote:>be cmo
>expecting chemists to happily do theif jobs and make healing chems
>instead one fucks off the whole round and the other makes deathchems
>demote both hire replacements
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MisterPerson
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Re: Merge doctors and chemists

Post by MisterPerson » #269807

Ezel wrote:>be cmo
>expecting chemists to happily do theif jobs and make healing chems
>instead one fucks off the whole round and the other makes deathchems
More people in the chemical lab would help with that since it only takes one person making healing chems to counteract 4 who make deathmixes and fuck off.
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FantasticFwoosh
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #269966

MisterPerson wrote:
Ezel wrote:>be cmo
>expecting chemists to happily do theif jobs and make healing chems
>instead one fucks off the whole round and the other makes deathchems
More people in the chemical lab would help with that since it only takes one person making healing chems to counteract 4 who make deathmixes and fuck off.
Perhaps less and more accountability? Its basically a doctor's backroom but with special ID.

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MisterPerson
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Re: Merge doctors and chemists

Post by MisterPerson » #269977

It's already a pretty public area. Unless you mean add logging, in which case to be honest that seems like it would be more stifling if your CMO boss is being a hardass who actually checks the logs.
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Supermichael777
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Re: Merge doctors and chemists

Post by Supermichael777 » #270003

Having stocked up the chem fridge people just break in to make their own because they don't trust chemists. its weird
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #270005

MisterPerson wrote:It's already a pretty public area. Unless you mean add logging, in which case to be honest that seems like it would be more stifling if your CMO boss is being a hardass who actually checks the logs.
How about chemists can programme in auto-mixing routines that give out a little reciept in a little panel behind the existing dispenser. (Or make it that the machine can print out a log on demand after being swiped with ID)

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cedarbridge
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Re: Merge doctors and chemists

Post by cedarbridge » #270024

MisterPerson wrote:It's already a pretty public area. Unless you mean add logging, in which case to be honest that seems like it would be more stifling if your CMO boss is being a hardass who actually checks the logs.
I think he means "make the chemists that fuck off or don't make actual medicine acountable"

This is already a non-problem because if its happening and there's a CMO around they aren't doing their job removing the shitty chemists.
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #270029

cedarbridge wrote:
MisterPerson wrote:It's already a pretty public area. Unless you mean add logging, in which case to be honest that seems like it would be more stifling if your CMO boss is being a hardass who actually checks the logs.
I think he means "make the chemists that fuck off or don't make actual medicine acountable"

This is already a non-problem because if its happening and there's a CMO around they aren't doing their job removing the shitty chemists.
I already suggested easier job removal via head consoles linking to the HOP console, its a pain especially when shitty chemists might get militant and spray you with acid (then you could probably call sec/valid/adminhelp) but they'll still cry self defence.

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cedarbridge
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Re: Merge doctors and chemists

Post by cedarbridge » #270033

FantasticFwoosh wrote:
cedarbridge wrote:
MisterPerson wrote:It's already a pretty public area. Unless you mean add logging, in which case to be honest that seems like it would be more stifling if your CMO boss is being a hardass who actually checks the logs.
I think he means "make the chemists that fuck off or don't make actual medicine acountable"

This is already a non-problem because if its happening and there's a CMO around they aren't doing their job removing the shitty chemists.
I already suggested easier job removal via head consoles linking to the HOP console, its a pain especially when shitty chemists might get militant and spray you with acid (then you could probably call sec/valid/adminhelp) but they'll still cry self defence.
A hypo of neurotoxin cures all ills.
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #270038

Still murder. But death is pretty much effortless and costs nothing. Lets change that yes?

- Cloning pods eat a a forward payment of electrical energy to start and then continue, if you cancel beforehand you waste the forward energy.

- Cloning pods can create C-keyless bodies directly out of genetics syringes, that can extract DNA out of meat/ Emag overrides human/primate preference allowing you to cultivate xenos/goliaths/space carp for a mindswap potion. (or gives them special faction tied to you, meaning all the now rabid monkeys you printed follow you as primate leader and defend you when you are attacked en mass)

- Holy shit, alternative emag function of the cloner prints monkeyed versions of you.

- Emag can also jam the machine to print off the last input genetic code non-stop.

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Lazengann
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Re: Merge doctors and chemists

Post by Lazengann » #270043

Please do this, Chemists are usually useless and relying on them rarely ever works out.
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cedarbridge
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Re: Merge doctors and chemists

Post by cedarbridge » #270053

Lazengann wrote:Please do this, Chemists are usually useless and relying on them rarely ever works out.
"Chemists are assholes" is a bad reason to remove the job.
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WarbossLincoln
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Re: Merge doctors and chemists

Post by WarbossLincoln » #270567

Remove/nerf sleepers when?
Maybe make it so that you need gear that only doctors start with access to to heal.
When any random person can full heal 95% of all injuries by drag clicking to a machine and hitting each button once there's nothing that can really be done to make medical great again unless this changes.
--Crocodillo

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FantasticFwoosh
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Re: Merge doctors and chemists

Post by FantasticFwoosh » #270599

cedarbridge wrote:
Lazengann wrote:Please do this, Chemists are usually useless and relying on them rarely ever works out.
"Chemists are assholes" is a bad reason to remove the job.
"Chemist exclusivity gives the chemist berth to express how much of a asshole they are when asked to do stuff" would probably be more appropriate wording. Basically hold most of medical to ransom for the chems they need if the mob hasn't deconstructed the barrier windows out of rage & looted everything, then go quit & do stupid shit when you get overruled and eventually the MD steps in to do the job you should be doing while calling sec for your arrest.

- As borderline hostile relations as R&D for pushy people jumping the queue and B&A just to get their meta-gear, i won't say the word if you don't press me to, but you know what i mean.

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