Reduce crit time
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Reduce crit time
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.
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.
- Arete
- Joined: Mon Aug 04, 2014 12:55 am
- Byond Username: Arete
Re: Reduce crit time
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.
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Reduce crit time
I like this idea better.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.
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.
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Reduce crit time
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.
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.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Reduce crit time
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.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.
-
- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Reduce crit time
This is good.
If you want to increase the mortality rate of people who go into crit.
If you want to increase the mortality rate of people who go into crit.
- bandit
- Joined: Thu Apr 17, 2014 7:35 pm
- Byond Username: Bgobandit
Re: Reduce crit time
I'd prefer having Baymed, but this is an OK stopgap. Didn't crit time used to be shorter anyway?
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Reduce crit time
It would be fine if we actually had medics to administrate inaprovaline and to save patients.
-
- Joined: Sat Aug 30, 2014 2:21 pm
- Byond Username: QuartzCrystal
Re: Reduce crit time
bandit wrote:I'd prefer having Baymed, but this is an OK stopgap. Didn't crit time used to be shorter anyway?
- Aranclanos
- Joined: Tue Apr 15, 2014 4:55 pm
- Byond Username: Aranclanos
Re: Reduce crit time
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)
I accept donations, click here
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Reduce crit time
QuartzCrystal wrote:bandit wrote:I'd prefer having Baymed, but this is an OK stopgap. Didn't crit time used to be shorter anyway?
I haven't logged into SS13 in at least a year.
-
- In Game PermaBanned
- Joined: Thu May 08, 2014 11:17 pm
- Byond Username: Cipher3
Re: Reduce crit time
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?
Spoiler:
-
- Joined: Fri Apr 18, 2014 11:25 am
- Byond Username: Lobstercake
Re: Reduce crit time
Baymed a shit and yeah, shorter was better.
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Reduce crit time
geilebeer wrote:Baymed a shit and yeah, shorter was better.
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.
I haven't logged into SS13 in at least a year.
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Reduce crit time
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
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Reduce crit time
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
I haven't logged into SS13 in at least a year.
-
- Joined: Thu Apr 24, 2014 1:47 pm
- Byond Username: Callanrockslol
Re: Reduce crit time
Theres like, 5 servers running baycode, go and play them, you don't need bad ports med hereCipher3 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?
The most excessive signature on /tg/station13.
Still not even at the limit after 8 fucking years.
The evil holoparasite user I can't believe its not DIO and his holoparasite I can't believe its not Skub have been defeated by the Spacedust Crusaders, but what has been taken from the station can never be returned.
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
Still not even at the limit after 8 fucking years.
Spoiler:
OOC: TheGel: Literally a guy in a suit with a shuttle full of xenos. That's a doozy
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Reduce crit time
Let me ask you something, are you actually mentally retarded?Psyentific wrote:imageLo6a4evskiy 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
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.
-
- Joined: Fri May 02, 2014 3:01 am
- Byond Username: Incomptinence
Re: Reduce crit time
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.
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.
-
- Joined: Tue Jun 03, 2014 8:01 pm
- Byond Username: IyaerP
Re: Reduce crit time
Crit is fine as it is.
- Rumia29
- Joined: Fri Apr 18, 2014 4:20 pm
Re: Reduce crit time
This sounds pretty neat.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)
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?
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Reduce crit time
Probably not really good to have "critical" and "come on really guys I mean it this time"Rumia29 wrote:This sounds pretty neat.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)
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?
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Reduce crit time
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.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.
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.
This. The whole purpose of doing this is to make critical condition actually critical instead of just a minor inconvenience.cedarbridge wrote: Probably not really good to have "critical" and "come on really guys I mean it this time"
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Reduce crit time
The same can be said about anyone.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.
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.
- Reimoo
- Joined: Wed Apr 23, 2014 2:58 pm
- Byond Username: Reimoo
Re: Reduce crit time
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.
Last edited by Reimoo on Fri Sep 26, 2014 6:28 pm, edited 1 time in total.
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Reduce crit time
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.Reimoo wrote:Why is why the med system needs an overhaul.
I haven't logged into SS13 in at least a year.
- firecage
- Github User
- Joined: Thu Apr 17, 2014 4:22 pm
- Byond Username: Firecage
- Github Username: Firecage
Re: Reduce crit time
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.
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Reduce crit time
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.
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.
-
- Github User
- Joined: Fri Apr 18, 2014 1:50 pm
- Byond Username: Xxnoob
- Github Username: xxalpha
Re: Reduce crit time
Interesting idea but,
>get up from crit
>take miracle pill
>regenerate to 100%
>get up from crit
>take miracle pill
>regenerate to 100%
- Steelpoint
- Github User
- Joined: Thu Apr 17, 2014 6:37 pm
- Byond Username: Steelpoint
- Github Username: Steelpoint
- Location: The Armoury
Re: Reduce crit time
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.
*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.
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Reduce crit time
Probably, yeahReimoo 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.
No, it's all in your head. Trust me.Psyentific wrote:Seems like every time any idea related to Medical comes up, baymed also comes up and a bunch of people want it.
Come up with a good one first.Psyentific wrote:I think the only reason we don't have some kind of overhauled medical system is because nobody wants to code it.
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.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Reduce crit time
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.Lo6a4evskiy wrote:Probably, yeahReimoo 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.No, it's all in your head. Trust me.Psyentific wrote:Seems like every time any idea related to Medical comes up, baymed also comes up and a bunch of people want it.Come up with a good one first.Psyentific wrote:I think the only reason we don't have some kind of overhauled medical system is because nobody wants to code it.
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.
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Reduce crit time
I'll just port autoinjectors when I can be fucked so inaprov isn't useless
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Reduce crit time
I'm not familiar, but are autoinjectors refillable? As neat as that would be, it sounds like something that would devalue the hypospray.paprika wrote:I'll just port autoinjectors when I can be fucked so inaprov isn't useless
-
- Joined: Fri Apr 18, 2014 6:40 pm
- Byond Username: Lo6a4evskiy
Re: Reduce crit time
Well they shouldn't be.
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Reduce crit time
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.cedarbridge wrote:I'm not familiar, but are autoinjectors refillable? As neat as that would be, it sounds like something that would devalue the hypospray.paprika wrote:I'll just port autoinjectors when I can be fucked so inaprov isn't useless
I haven't logged into SS13 in at least a year.
-
- Joined: Sat Apr 19, 2014 11:23 am
- Byond Username: Miauw62
Re: Reduce crit time
that doesn't sound very ghetto.Psyentific wrote: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.cedarbridge wrote:I'm not familiar, but are autoinjectors refillable? As neat as that would be, it sounds like something that would devalue the hypospray.paprika wrote:I'll just port autoinjectors when I can be fucked so inaprov isn't useless
<wb> For one, the spaghetti is killing me. It's everywhere in food code, and makes it harder to clean those up.
<Tobba> I stared into BYOND and it farted
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Reduce crit time
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.Miauw wrote: that doesn't sound very ghetto.
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.
I haven't logged into SS13 in at least a year.
-
- Joined: Sun Jun 29, 2014 5:51 pm
- Byond Username: Raven776
Re: Reduce crit time
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.
- Psyentific
- Joined: Mon Apr 21, 2014 7:44 am
- Byond Username: Psyentific
- Location: Vancouver, Canada
- Contact:
Re: Reduce crit time
So, give Chemistry a public-facing smartfridge pill storage thingy?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.
I haven't logged into SS13 in at least a year.
- Saegrimr
- Joined: Thu Jul 24, 2014 4:39 pm
- Byond Username: Saegrimr
Re: Reduce crit time
I actually really like this idea.Psyentific wrote:So, give Chemistry a public-facing smartfridge pill storage thingy?
tedward1337 wrote:Sae is like the racist grandad who everyone laughs at for being racist, but deep down we all know he's right.
- paprika
- Rarely plays
- Joined: Fri Apr 18, 2014 10:20 pm
- Byond Username: Paprka
- Location: in down bad
Re: Reduce crit time
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.
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- Rumia29
- Joined: Fri Apr 18, 2014 4:20 pm
Re: Reduce crit time
As long as they keep the non-public one. Otherwise yeah, sounds neat.Psyentific wrote:So, give Chemistry a public-facing smartfridge pill storage thingy?
Who is online
Users browsing this forum: No registered users