Page 1 of 1

Reduce crit time

Posted: Mon Sep 22, 2014 1:47 am
by Reimoo
So that MDs would actually get off their ass and use inaprovaline for once. Medicine is hardly used at the scene of the incident because you can take a sunday stroll while pulling a person in critical to the medbay.

This results in critical condition not really being critical at all.

IIRC current crit time is 5 minutes until death without any additional damage being taken upon being knocked into crit. This thread is to discuss if it's better to reduce this time, and if so, by how much.

Re: Reduce crit time

Posted: Mon Sep 22, 2014 2:19 am
by Arete
How about having being dragged in crit without a bed deal additional damage? Not so much that a barely-critted person can't be dragged across the entire station to medbay, but enough that if you just got there in time, you need to either do some immediate treatment or else be very careful about how you bring him back.

Re: Reduce crit time

Posted: Mon Sep 22, 2014 2:28 am
by Saegrimr
Arete wrote:How about having being dragged in crit without a bed deal additional damage? Not so much that a barely-critted person can't be dragged across the entire station to medbay, but enough that if you just got there in time, you need to either do some immediate treatment or else be very careful about how you bring him back.
I like this idea better.
However people are going to drag you anyway and just throw you in front of genetics, not their problem anymore.
I love seeing people still gasping in front of genetics.

Re: Reduce crit time

Posted: Mon Sep 22, 2014 3:00 am
by Reimoo
Well at least that solution is magnitudes better than what we have now.

Being a janitor would be slightly less hair pullingly frustrating because the only bodies being dragged would be dead ones.

Plus seeing doctors actually using the stretcher beds is kinda neat.

Re: Reduce crit time

Posted: Mon Sep 22, 2014 6:09 am
by cedarbridge
Reimoo wrote:Well at least that solution is magnitudes better than what we have now.

Being a janitor would be slightly less hair pullingly frustrating because the only bodies being dragged would be dead ones.

Plus seeing doctors actually using the stretcher beds is kinda neat.
Part of the deal with stretchers is that literally nobody minds who they run through or past. And because byond is shit, literally everyone will pull things you're pulling out of your hands and probably down the hall.

Re: Reduce crit time

Posted: Mon Sep 22, 2014 7:37 am
by Scott
This is good.

If you want to increase the mortality rate of people who go into crit.

Re: Reduce crit time

Posted: Tue Sep 23, 2014 4:10 am
by bandit
I'd prefer having Baymed, but this is an OK stopgap. Didn't crit time used to be shorter anyway?

Re: Reduce crit time

Posted: Tue Sep 23, 2014 10:18 am
by Lo6a4evskiy
It would be fine if we actually had medics to administrate inaprovaline and to save patients.

Re: Reduce crit time

Posted: Tue Sep 23, 2014 4:57 pm
by QuartzCrystal
bandit wrote:I'd prefer having Baymed, but this is an OK stopgap. Didn't crit time used to be shorter anyway?

Re: Reduce crit time

Posted: Tue Sep 23, 2014 8:16 pm
by Aranclanos
The crit time is fine as it is, if you want medics to use invaprovaline, the inaprovaline itself should be better. Auto-injectors baby plus the medical HUD indicating if they are gasping to death or not (so you have a visual indicator that they work)

Re: Reduce crit time

Posted: Tue Sep 23, 2014 10:22 pm
by Psyentific
QuartzCrystal wrote:
bandit wrote:I'd prefer having Baymed, but this is an OK stopgap. Didn't crit time used to be shorter anyway?

Re: Reduce crit time

Posted: Tue Sep 23, 2014 10:40 pm
by Cipher3
Psyentific wrote:
QuartzCrystal wrote:
bandit wrote:I'd prefer having Baymed, but this is an OK stopgap. Didn't crit time used to be shorter anyway?

Re: Reduce crit time

Posted: Wed Sep 24, 2014 3:23 pm
by Munchlax
Baymed a shit and yeah, shorter was better.

Re: Reduce crit time

Posted: Thu Sep 25, 2014 12:30 am
by Psyentific
geilebeer wrote:Baymed a shit and yeah, shorter was better.
Image
In Baymed, you can literally disable the clown's hands. You can break greytider's legs. You can chop off hands for petty theft and beat people with their own arms.

Re: Reduce crit time

Posted: Thu Sep 25, 2014 5:34 am
by Lo6a4evskiy
And then mime will break both of your legs and both of your arms and you will cry because nobody will heal you and you will spend whole round cursing baymed that you want so much

Re: Reduce crit time

Posted: Thu Sep 25, 2014 5:58 am
by Psyentific
Lo6a4evskiy wrote:And then mime will break both of your legs and both of your arms and you will cry because nobody will heal you and you will spend whole round cursing baymed that you want so much
Image

Re: Reduce crit time

Posted: Thu Sep 25, 2014 9:30 am
by callanrockslol
Cipher3 wrote:
Psyentific wrote:
QuartzCrystal wrote:
bandit wrote:I'd prefer having Baymed, but this is an OK stopgap. Didn't crit time used to be shorter anyway?
Theres like, 5 servers running baycode, go and play them, you don't need bad ports med here

Re: Reduce crit time

Posted: Thu Sep 25, 2014 11:00 am
by Lo6a4evskiy
Psyentific wrote:
Lo6a4evskiy wrote:And then mime will break both of your legs and both of your arms and you will cry because nobody will heal you and you will spend whole round cursing baymed that you want so much
image
Let me ask you something, are you actually mentally retarded?

Do you not understand that this is PvP multiplayer game, at least it has big PvP elements in it.

Which fucking means that there WILL be a losing side. It doesn't matter WHO it is, game mechanics shouldn't fuck over people so that their only choice is to ghost out of the round.

Re: Reduce crit time

Posted: Thu Sep 25, 2014 1:43 pm
by Incomptinence
Eh against shorter crit time. You can't stir the average medics to action competency with corpses the only sort of player this would effect would be the people who are suggesting it, doctors who give a damn.

Dismemberment is nice and hey we have people get upset about injury in magic meds land anyway so why not? Lizard like regen virus symptom to make limbs slowly grow back would be just our speed also.

Re: Reduce crit time

Posted: Thu Sep 25, 2014 4:59 pm
by iyaerP
Crit is fine as it is.

Re: Reduce crit time

Posted: Thu Sep 25, 2014 8:40 pm
by Rumia29
Aranclanos wrote:The crit time is fine as it is, if you want medics to use invaprovaline, the inaprovaline itself should be better. Auto-injectors baby plus the medical HUD indicating if they are gasping to death or not (so you have a visual indicator that they work)
This sounds pretty neat.
How about the "Critical bar" on the medhuds actually decrease or increase depending on how much crit. health, like your normal health bar instead of just flashing. Would that be hard to code?

Re: Reduce crit time

Posted: Thu Sep 25, 2014 9:16 pm
by cedarbridge
Rumia29 wrote:
Aranclanos wrote:The crit time is fine as it is, if you want medics to use invaprovaline, the inaprovaline itself should be better. Auto-injectors baby plus the medical HUD indicating if they are gasping to death or not (so you have a visual indicator that they work)
This sounds pretty neat.
How about the "Critical bar" on the medhuds actually decrease or increase depending on how much crit. health, like your normal health bar instead of just flashing. Would that be hard to code?
Probably not really good to have "critical" and "come on really guys I mean it this time"

Re: Reduce crit time

Posted: Thu Sep 25, 2014 10:15 pm
by Reimoo
Incomptinence wrote:Eh against shorter crit time. You can't stir the average medics to action competency with corpses the only sort of player this would effect would be the people who are suggesting it, doctors who give a damn.
Doctors don't give a damn because anybody can do what they do. Doctors aren't the only people capable of pulling someone out of crit.

In which case if crit time is reduced the standard procedure would be to administer inaprovaline first regardless if the person doing the administering is a doctor or not.
cedarbridge wrote: Probably not really good to have "critical" and "come on really guys I mean it this time"
This. The whole purpose of doing this is to make critical condition actually critical instead of just a minor inconvenience.

Re: Reduce crit time

Posted: Fri Sep 26, 2014 5:36 am
by Lo6a4evskiy
Reimoo wrote:Doctors don't give a damn because anybody can do what they do. Doctors aren't the only people capable of pulling someone out of crit.
The same can be said about anyone.

Look, it just boils down to that inaprov is shit. You have sleepers that are OP, you have cryo that is OP with the right mix, you have first aid kits that instantly heal, there is no place for inaprov in this world.

Re: Reduce crit time

Posted: Fri Sep 26, 2014 6:31 am
by Reimoo
Which is why the med system needs an overhaul. Not to baymed extent, but still. The crit time reduction should only be implemented if it's one of many solutions.

Re: Reduce crit time

Posted: Fri Sep 26, 2014 7:37 am
by Psyentific
Reimoo wrote:Why is why the med system needs an overhaul.
Seems like every time any idea related to Medical comes up, baymed also comes up and a bunch of people want it. I think the only reason we don't have some kind of overhauled medical system is because nobody wants to code it.

Re: Reduce crit time

Posted: Fri Sep 26, 2014 7:55 am
by firecage
Ugh, really you idiots. If you shorten crit time, the same thing will happen as before. Barely anyone will bother saving someone and just give them to genetics, because they won't waste their time. And even then alot more people will die.

Re: Reduce crit time

Posted: Fri Sep 26, 2014 8:13 am
by Steelpoint
How about this crazy alternative!

If you get knocked into critical, you can do one of two actions. You can either remain lying down in critical as normal, you'll take as long to die as usual. However you can instead chose to get up and keep moving (albeit at a very slow speed) in a attempt to find help, however doing this will make you die far quicker than normal.

Re: Reduce crit time

Posted: Fri Sep 26, 2014 8:16 am
by Scott
Interesting idea but,

>get up from crit
>take miracle pill
>regenerate to 100%

Re: Reduce crit time

Posted: Fri Sep 26, 2014 8:19 am
by Steelpoint
Of course, once your in crit you should be unable to actually do anything at all. You are totally reliant on getting someone else to help you, this is so if you get crit in maintenance or in the middle of nowhere (West side of the station) you can attempt to find help.

*EDIT*

Also, you should not be able to talk or anything like that. At best you can move slowly, open doors you have access to and hope someone helps you. If your stuck in space your pretty much dead.

Re: Reduce crit time

Posted: Fri Sep 26, 2014 3:08 pm
by Lo6a4evskiy
Reimoo wrote:Why is why the med system needs an overhaul. Not to baymed extent, but still. The crit time reduction should only be implemented if it's one of many solutions.
Probably, yeah
Psyentific wrote:Seems like every time any idea related to Medical comes up, baymed also comes up and a bunch of people want it.
No, it's all in your head. Trust me.
Psyentific wrote:I think the only reason we don't have some kind of overhauled medical system is because nobody wants to code it.
Come up with a good one first.

You have a point in that chemistry is also shit and miracle pills can be made in 5 minutes in large quantities out of nothing. But then if you make it so good chems require stuff from other departments, then you need to change them as well and it all adds up.

Re: Reduce crit time

Posted: Fri Sep 26, 2014 4:10 pm
by cedarbridge
Lo6a4evskiy wrote:
Reimoo wrote:Why is why the med system needs an overhaul. Not to baymed extent, but still. The crit time reduction should only be implemented if it's one of many solutions.
Probably, yeah
Psyentific wrote:Seems like every time any idea related to Medical comes up, baymed also comes up and a bunch of people want it.
No, it's all in your head. Trust me.
Psyentific wrote:I think the only reason we don't have some kind of overhauled medical system is because nobody wants to code it.
Come up with a good one first.

You have a point in that chemistry is also shit and miracle pills can be made in 5 minutes in large quantities out of nothing. But then if you make it so good chems require stuff from other departments, then you need to change them as well and it all adds up.
The thing with chemistry is that its really not dissimilar from medbay itself. It just has the added feature of being mobile after the prep work is done. I mean, I say that as one of maybe two chemists I've ever seen actually taking meds out to dying/injured people, but you know. Its stuff to do, even if nobody does it. In the end, all of medbay (minus bruise packs) is chemistry anyway.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 1:26 am
by paprika
I'll just port autoinjectors when I can be fucked so inaprov isn't useless

Re: Reduce crit time

Posted: Sat Sep 27, 2014 8:15 am
by cedarbridge
paprika wrote:I'll just port autoinjectors when I can be fucked so inaprov isn't useless
I'm not familiar, but are autoinjectors refillable? As neat as that would be, it sounds like something that would devalue the hypospray.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 8:18 am
by Lo6a4evskiy
Well they shouldn't be.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 8:31 am
by Psyentific
cedarbridge wrote:
paprika wrote:I'll just port autoinjectors when I can be fucked so inaprov isn't useless
I'm not familiar, but are autoinjectors refillable? As neat as that would be, it sounds like something that would devalue the hypospray.
Autoinjectors are one-shot 5u injectors. Think hypospray or parapen, but 5u inaprovaline (Or better, 4u Inap 1u Dex+). They usually replace the useless inaprovaline syringes in medkits. I don't remember if they can be refilled on Nanocode, but on Paracode and other bayforks they can be refilled. That turns them from Crit-stabilizers to ghetto-parapens and ghetto-hypos, depending on your loading. 5u beepsky is a 20s oldbaton-tier stun, applied instantly through armor with an inconspicuous in-hand sprite.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 11:22 am
by Miauw
Psyentific wrote:
cedarbridge wrote:
paprika wrote:I'll just port autoinjectors when I can be fucked so inaprov isn't useless
I'm not familiar, but are autoinjectors refillable? As neat as that would be, it sounds like something that would devalue the hypospray.
Autoinjectors are one-shot 5u injectors. Think hypospray or parapen, but 5u inaprovaline (Or better, 4u Inap 1u Dex+). They usually replace the useless inaprovaline syringes in medkits. I don't remember if they can be refilled on Nanocode, but on Paracode and other bayforks they can be refilled. That turns them from Crit-stabilizers to ghetto-parapens and ghetto-hypos, depending on your loading. 5u beepsky is a 20s oldbaton-tier stun, applied instantly through armor with an inconspicuous in-hand sprite.
that doesn't sound very ghetto.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 11:25 am
by Psyentific
Miauw wrote: that doesn't sound very ghetto.
Remember - Bay has absolutely no concept of balance because they've explicitly outlawed anything resembling powergaming, so alot of the balance issues we see never really come up.

NTCode autoinjectors were 5u Inaprovaline, no refills. Stab a crit guy with it before you move him to Medical, so he doesn't die five feet from a cryotube. Not really handy, considering unmodified crit time is ~5m, but if bleedout is shaved to ~2m it'll work. Add autoinjectors to emergency toolboxes too, why not. Alter the mixture to 1u Dex+ and 4u Inaprovaline too, why not.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 11:41 am
by Raven776
Make an auto-injector machine that can be filled up with inap, trico, DD, chloral, or any other chemicals that wouldn't be unbalanced and let it dispense these pens or 10 unit pills through a botany-esque machine that anyone could access instead of dumping a thousand pills onto the chemistry desk.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 11:42 am
by Psyentific
Raven776 wrote:Make an auto-injector machine that can be filled up with inap, trico, DD, chloral, or any other chemicals that wouldn't be unbalanced and let it dispense these pens or 10 unit pills through a botany-esque machine that anyone could access instead of dumping a thousand pills onto the chemistry desk.
So, give Chemistry a public-facing smartfridge pill storage thingy?

Re: Reduce crit time

Posted: Sat Sep 27, 2014 1:01 pm
by Saegrimr
Psyentific wrote:So, give Chemistry a public-facing smartfridge pill storage thingy?
I actually really like this idea.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 3:13 pm
by paprika
Chemisty should double as a public pharmacy IMO. It usually does but a big pile of pills on the counter isn't really a pharmacy.

Re: Reduce crit time

Posted: Sat Sep 27, 2014 4:54 pm
by Rumia29
Psyentific wrote:So, give Chemistry a public-facing smartfridge pill storage thingy?
As long as they keep the non-public one. Otherwise yeah, sounds neat.