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The Return of Medipens+!

Posted: Wed Dec 03, 2014 11:03 pm
by Zsword
So, I took a break back when we still had an Artyom, and come back to see that we don't, and while this isn't, the saddest day for me, I've come to re-state an old idea I had at the time: Enhanced Medipens.

I wouldn't mind seeing R&D get the ability to produce them at the Protolathe, and also research some higher tiered ones, like, Medipen+, With 5u Inaprovaline and Tricord. Maybe Medipen DX, with Dex, Bicar, and Derma, that might quick jump a crit to his feet, though not necessarily get him back to his A game. There could also be more utilitarian versions of medipens, like an Adrenapen, which would more or less probably function as an R&D version of the Miners Haste Pills. Put some Dex, Bicar, and Leporazine in a syringe and have an Atmo-Pen for those who can't get stuff from EVA causeit'sallbeenstolen for small space walks across the inevitably blown up escape wing?

Iunno, just some ideas I had, and ones intended to help incorporate Medical a little more with R&D, and allow R&D to help supply Civies with some means to help each other out in an emergency without pinching other vital ship resources. I'm sure there are people who would argue that this really clashes with Chem buttheyneverdotheirjob but I'd think a little redundancy helps keep the station flowing in case another section has collapsed. :)

Re: The Return of Medipens!

Posted: Wed Dec 03, 2014 11:07 pm
by MMMiracles
Medipens are already on the main branch and have been for like a month now.

Re: The Return of Medipens!

Posted: Wed Dec 03, 2014 11:08 pm
by Zsword
Oh, okay. It's been awhile and I didn't see anything about it in the Log or even on the wiki. *goes to make an edit*

Re: The Return of Medipens+!

Posted: Wed Dec 03, 2014 11:25 pm
by paprika
I plan on expanding the medipens in the future like you suggested, but we're in a feature freeze

Re: The Return of Medipens+!

Posted: Wed Dec 03, 2014 11:37 pm
by Wizardjenkins66
You can't make the good medipens that you could make in R&D on Artyom. I'd even settle for the ability to make empty ones for Chem to fill with Tricord and junk.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 12:09 am
by paprika
Wizardjenkins66 wrote:I'd even settle for the ability to make empty ones for Chem to fill with chloral and junk.
FTFY

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 12:31 am
by iyaerP
I think that you can refill the medipens with a syringe.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 1:29 am
by lumipharon
medipens are one use.

Edit: Also there are various medipens. I noticed as viro, that he's got boxes in his locker with various types of medipen. Because MD's are useless, I've never checked to see if they get the same shit, but it's neat none the less.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 2:14 am
by paprika
No, that was a glitch where syringe boxes were getting filled with the miner 'medipen bundle' pack.

Miners have two types of other medipens, a temperature normalizing one to counter basilisks, and a stimpack that gives you a small amount of suffocation damage but makes you move a lot faster (stimpack medipens are currently bugged)

Medipens are different from hyposprays in that they hold MUCH less reagents, aren't refillable, but they go through hardsuits (medipen compatible ports on hardsuits is the deep lore behind the balance decision) so miners don't have to fumble with shoving 50 pills in their mouth BEFORE leaving the mining outpost. You can also use them to stabilize people in hardsuits that are in crit where syringes won't go through hardsuits.

As far as expanding medipens, I did want to add some better ones with variety to a hacked/coin-inserted nanomed (the machine below chemistry on box) as well as add a medipen creator function to the chem bottler/pill machines down the road of i find a way to properly balance it.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 3:54 am
by Zsword
Everyone also starts a round with a Medipen in their Internals box, meaning they're widely available, the default medipen isn't supposed to be 'useful', but it's a readily available 'stabilize' for a dying comrade that everyone has. Medipen, One CPR, start dragging to med bay.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 4:48 am
by paprika
Violaceus wrote:So medipens are just worse in everything than syringes but in case of guy wearing hardsuit?

They need more love.
Syringes inject 10u at once? huh, interesting, i had no idea

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 8:32 am
by cedarbridge
Violaceus wrote:So medipens are just worse in everything than syringes but in case of guy wearing hardsuit?

They need more love.
10u instant inject is actually really robust.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 1:14 pm
by Alex Crimson
Medipens are not that useful. Its really nice that you can instantly inject 10u of inaprov, but doctors are better off carrying a syringe and a bottle of inaprov. Medipens cannot be refilled, and if they could, they would be rather overpowered.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 3:23 pm
by Saegrimr
Refillable medipens kind of defeat the purpose of syringes if you ask me. You get the bonus of being able to inject twice the normal amount instantly, and through hardsuits, but its only one-time use so make it count.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 4:20 pm
by whodaloo
Saegrimr wrote:Refillable medipens kind of defeat the purpose of syringes if you ask me. You get the bonus of being able to inject twice the normal amount instantly, and through hardsuits, but its only one-time use so make it count.
Refillable medipens also defeat the purpose of the hypospray, funnily enough. They inject more and go through hardsuits.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 4:51 pm
by Miauw
Violaceus wrote:So medipens are just worse in everything than syringes but in case of guy wearing hardsuit?

They need more love.
they don't.
they're supposed to be fast, one-use syringes, which is exactly what they are :V

adding more types of medipens sounds cool though. being able to make them out of medical, however, doesn't really sit well with me. but eh.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 4:54 pm
by phil235
Medipen definetely have their purpose, I always use them as a doctor on people in crit with hardsuit, it's faster than removing the suit and waiting for the syringe injection delay. Making more kinds of medipens from RnD would be nice for specific use (the medipens for mining are great examples) and as long as it's not too overpowered (no refillable ones please).

Also, being able to order new medipens from cargo would be nice if it's not already the case.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 5:23 pm
by Alex Crimson
Being able to make them in autolathes and fill them with Inaprov sure would be nice.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 5:27 pm
by deathhoof
>be me traitor chemist
>new update allows me to make my own medipens
>5u mute toxin , 5u beepsky smash
>walk by a sec officer
>stab and pull
>act as though they are following me while I drag their mute, statue-like body
>strip them in maint and become sec
>warden asks me why im not implanted
>staby stab
>5u mute tox, 5u smash
>oh hi warden is following me to space
>become warden
>implant self
>look like bonified warden
>jail everyone
>???
>profit.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 5:56 pm
by Alex Crimson
5u of those chemicals wont last for more than a few seconds. Also you cannot refill medipens, as far as i know.

Re: The Return of Medipens+!

Posted: Thu Dec 04, 2014 8:22 pm
by deathhoof
Alex Crimson wrote:5u of those chemicals wont last for more than a few seconds. Also you cannot refill medipens, as far as i know.
Actually every tic uses .4 of a chem. I dont know how much time is in a tic on this server, but assuming its a second, that gives you 10 seconds to drag a guy to maint. Thats more than enough time.

Re: The Return of Medipens+!

Posted: Fri Dec 05, 2014 6:24 am
by soulgamer
Add bicaradine, kelotane, and dexalin injectors to the miner medpen kit. No miner needs 8 innaprovaline medpens.

Re: The Return of Medipens+!

Posted: Fri Dec 05, 2014 10:01 am
by Preamble
deathhoof wrote:>be me traitor chemist
>look like bonified warden
>profit.
deathhoof wrote:bonified
It's bona fide goddamn dude.

Re: The Return of Medipens+!

Posted: Fri Dec 05, 2014 4:56 pm
by Timbrewolf
deathhoof wrote:>be me traitor chemist
>new update allows me to make my own medipens
>5u mute toxin , 5u beepsky smash
>walk by a sec officer
>stab and pull
>act as though they are following me while I drag their mute, statue-like body
>strip them in maint and become sec
>warden asks me why im not implanted
>staby stab
>5u mute tox, 5u smash
>oh hi warden is following me to space
>become warden
>implant self
>look like bonified warden
>jail everyone
>???
>profit.
>he can't tell the difference between dragging someone and someone following you

Keep dreaming you'll ever be robust scrub :^)

Re: The Return of Medipens+!

Posted: Sun Dec 07, 2014 7:16 pm
by Miauw
deathhoof wrote:
Alex Crimson wrote:5u of those chemicals wont last for more than a few seconds. Also you cannot refill medipens, as far as i know.
Actually every tic uses .4 of a chem. I dont know how much time is in a tic on this server, but assuming its a second, that gives you 10 seconds to drag a guy to maint. Thats more than enough time.
one tick is two seconds i think