on the topics of medbay and death

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Stillplant
 
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Re: on the topics of medbay and death

Postby Stillplant » Tue Apr 16, 2019 5:10 am #489714

cedarbridge wrote:
lutrin wrote:The main advantage of this would be that you don't need to have the wiki page open/memorized in order to do any surgery

Surgical computers exist for a reason.


The surgical computer says the next step is "splice nerves".

Which tool do you use?

Looking it up on the wiki is cheating.



skoglol
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Re: on the topics of medbay and death

Postby skoglol » Tue Apr 16, 2019 3:00 pm #489751

I skipped most of the thread, so someone might have mentioned these things already.


I'm all for making medbay a bit more complex, a bit more reliant on revival over cloning. Some changes to the current mechanics around using synthflesh/surgery to fix someone before defibbing would help with this, most notably its hard to do because you just dont have enough time after someone dies. You also need to use way too much synthflesh to fix damage for it to be very viable or even a good solution.

We should be extremely careful about making medbay visits take too long though. Playing CM, getting hit by something once and spending the next 30 minutes getting healed is absolutely no fun. It also changes the balance around a lot, which means some threats get way stronger/weaker as a result. What's a wizard/obvious solo antag to do if he can no longer heal fully with meds?


As a side note, medbay suffers from not having any engaging activities at the start of rounds. We really should do something about that, although I got no good ideas.

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Super Aggro Crag
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Re: on the topics of medbay and death

Postby Super Aggro Crag » Tue Apr 16, 2019 6:38 pm #489780

Shaps has good ideas and i trust him cuz he is a medbay mainer
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lutrin
 
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Re: on the topics of medbay and death

Postby lutrin » Tue Apr 16, 2019 11:30 pm #489824

cedarbridge wrote:
lutrin wrote:The main advantage of this would be that you don't need to have the wiki page open/memorized in order to do any surgery

Surgical computers exist for a reason.

how many situations do you encounter where you have access to a surgical computer but not a full suite of surgical tools?

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Cobby
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Re: on the topics of medbay and death

Postby Cobby » Tue Jun 18, 2019 11:43 pm #499357

Copypasta from https://github.com/tgstation/tgstation/pull/44531

If you're interested in playing around with healing I'd like to see 3 aspects for each main damage:

The No med option which is usually the worst. Example is CPR.
The Emergency option which is really good at healing the primary damage but it comes at a health trade. I guess perf is currently the only example of this. Maybe calomel at high health.
The "Best" option which is alright at healing, comes at no health cost, but is difficult to make and the least "macro friendly" or otherwise difficult to obtain. Salbu is a good example.

If we're going to add healing options, I would prefer they be 1 or 2. As of right now I don't really see 3's being okayed by me unless some of the other chems be removed.

Personally I don't find the medicines themselves "fun" aspects of the job (well not since foamestry died out but that was because it was OP). What I want from MD is to challenge players to make tough decisions in order to keep players alive to the best of their ability. I want to have to occasionally spin plates after a murderbone, make a quick decision between waiting for a chem to be made vs giving them the potentially lethal emergency chem, stuff like that. That way if the obstacle is overcomed and the players are still kicking, I feel like I defeated a boss of sorts.

I guess I'm trying to give medbay the dark souls appeal???

As for the patches, I don't think i'm a fan of the blizzard style of balancing, at least for ss13. I don't think we should "shake the meta" of patches by having a competitive alternative while we still have plenty of alternatives that aren't even bad themselves. They're just not as stupidly strong as patches lol.
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