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MisterMan

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Everything posted by MisterMan

  1. local botanist shoots twenty tomatoes, instantly killing greytider more at eleven
  2. Have you ever wanted to tape an item to a borg, but then be utterly disappointed because you couldn't? I too have felt this disappointment, which is why we should have items able to be taped to borgs. It would allow for more interaction with borgs, such as giving them medals, and would generally be a good addition.
  3. I dramatically improved everyones experience for sure
  4. I do like this idea, but I feel like it would be better suited for a ghost role of sorts. Perhaps a prison complex in space, with guard roles that can be there or not, and rules that don't allow prisoners to leave the complex itself, but allow escape and to kill any visitors, if there are any. This would address all the issues MarsMond brought up, but still allow for escapes without effecting the rest of the round and its antagonists.
  5. very cool, now I'm tempted to write one
  6. I'll give it a go. This is only Unk, but he's my "only" character anyway. (Left to right) HoS Security officer Civilian and most other jobs Random outfit I wore once during nuke ops and never again
  7. As of right now, wearing anything on your face will prevent people from cutting your hair, giving a message telling you to remove their headgear first. For some masks this makes sense, as you wouldn't be able to cut hair through a gas mask, but for normal breath masks, this is strange. It also prevents certain species from getting their hair cut at all, due to them being unable to take off their masks.
  8. Surgery. Surgery is one of the finer points of medical treatment, and surprisingly not a lot of people know how to do it well. Competent surgeons are few and far between, and you will be showered in praise (and maybe karma) if you're one of the better ones. This guide is intended to teach people the basics of surgery, as well as cover some of the things the wiki may or may not have missed. This guide doesn't cover IPC surgery because they suck, due to 99% of the tips here being irrelevant on them. Step one: Operating room setup The most important part of surgery starts before a patient enters the operating room. Preparation for surgery is very very important, and can mean the difference between life and death, or getting a patient out in one minute or three. A good operating room setup, in my experience, has a nanomed, a beaker and dropper of mitocholide (yell at chemistry), an IV with hydrocodone (yell at chemistry), a duffel bag full of surgery tools including an incision management system (yell at RND), a defibrillator, and the box of blood IVs from the back room. Taking a nanomed at the start of the round and putting it in an operating room is recommended, as it can save you from having to rush out of the operating room mid surgery for supplies. Taking one of the lesser used ones, such as the one in medbay reception, will make the medical doctors less angry at you. You can throw the locker of medical equipment and anesthetic tanks in the back room. You'll hopefully never use them. This step is completely optional, but can save you and your patients a lot of time. Step two: Pre-Surgery First off, wash your hands. This prevents your patient from getting an infection, and should be done each before and after a surgery. Clicking on yourself with space cleaner works too, and is a lot faster. Then you need to decide what type of anesthetic you'll be using. Hydrocodone is ideal, as you can't overdose on it, and it's so very effective. Chemistry has to make it however, so don't count on it early on, or sometimes ever. Morphine is your next best bet, but be careful with dosage, as you can give your patient an addiction or overdose. The tank anesthetic that starts in the operating room is generally considered the worst, as it takes forever to put on and take off, doesn't work on vox and plasmamen, and will start suffocating the patient when it runs out. It can be used for long surgeries that would result in a heavy morphine addiction if you used that, but ether works a lot better in those cases. If you make a mistake with a surgery step, this means your patient does not have enough anesthetic, and must be given more. Step three: Actually doing the thing First off, make sure the patient isn't dead. Unless you're doing surgery on an unclonable race that's passed the defib threshold, revive your patient before operating, not after. For patients in critical condition, it's recommended you stabilize them somewhat, at least enough so they aren't actively dying. You can do this on the operating table, if you have a nanomed. You'll need to pop the patient in the body scanner in order to see what's wrong with them. If it's only one or two things, you can probably just remember them and won't need to print out a report. If you can't, print one out and keep it on hand. PRIORITIZE LIFE THREATENING INJURIES! If someone is actively dying from internal bleeding, fix that first before dealing with broken bones. It'll save a lot of blood and medication that would be otherwise wasted keeping them stable while you fiddle with their femur instead of doing something about their seventeen ruptured veins. KEEP THE PATIENT STABLE! This should be obvious, but don't let the guy die. This is mainly a matter of knowing which medications do what, and takes time to learn and master. Alternatively drag a medical doctor in and force them to do it. LEARN THE SURGERIES! Everyone starts out new. For beginners, having the surgery wiki page open is useful in a pinch, to know how to fix what (https://www.paradisestation.org/wiki/index.php/Surgery). If you forget a step, you can look at the operating table, which will show you the next step, as well as how much damage of each type the patient has. Eventually you'll memorize the steps for each and every surgery in the game, but the wiki and operating table can fill the gaps in your knowledge until then. If you don't know how to do one specific surgical procedure, like removing terror spider eggs, it's probably just organ manipulation. Most things are organ manipulation. Step four: The aftermath Congrats! You now have a healthy, non broken patient. Or do you? It's generally a good idea to quickly scan patients after surgery, to ensure they don't have any further injuries, and that you haven't given them an infection by accident. Messing up a surgery step can cause additional damage, so it's probably a good idea to fix that too before letting them wander off. Time to give them to the medical doctors so they can do the rest. And if the paramedic brings in another IPC, give them a firm slap and cart the poor sod off to robotics.
  9. The mirror shield is an item that can do pretty much everything, offense and defense included, with nothing that does what it can. What if there was an item more specialized, but still useful? Introducing cursed shields! When they're first made, cursed shields would be nothing more than a fancy cult version of a riot shield, with nothing more than decent block chance. However, you can use spells on them to give them different uses! Simply slap your favorite spell on it and turn it into a useful tool. Each spell would have different effects based on the nature of the spell, such as stun spells applying a short stun to those who hit the shield, teleport randomly teleporting people and projectiles a short distance, blood orb shooting blood orbs, blood spear enabling the shield to do heavy brute damage on hit, and more! Most spells would be used up in one hit, forcing you to reapply them if you want to continue using their benefits. This would make for more interesting gameplay and strategies, as you would be met with the choice of either using your limited spells normally, or putting it on your shield. It would also give otherwise useless spells such as hallucinations a practical use, and change up the spell loadouts people go for every cult round. Disclaimer: this is just an idea, and I don't know how to code shit
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  10. There are many different brands of robotic limbs, with many different themes, so I had the idea of making them each have different advantages, disadvantages, and stat changes, relating to their theme. Ideally these would be significant enough to be useful, but not overpowered in any sense. If implemented correctly, they could make IPCs and robotic limbs more viable, while still having their disadvantages. A few examples of such changes could be the shellguard munitions series of parts having extra resistance to brute damage and more health, at the cost of being more vulnerable to EMPs and taking longer to repair. This could give sec oriented IPCs less of a disadvantage, but still give antagonists ways to fight them. Other brands could have things such as increased EMP resistance, decreased burn damage, and increased repair speeds, based on the themes of their sprites and brands. Overall, I think this would be a worthwhile yet simple (maybe? I don't know how to code) addition, and it would allow IPCs to customize themselves to fit their jobs and playstyles, without there being one optimal set of parts.
  11. Hello everyone! It is I, Mister Man, although most people would know me as Francisco Unk. I've been on this server for a bit, although I started taking it more seriously a few weeks ago. Nowadays I spend a bit too much time playing, and there's a good chance you've seen me around at least once. I've played a lot of roles throughout my time here in pretty much every department, and I occasionally dabble in command roles if I'm feeling adventurous. Nowadays I play shaft miner mostly, but I'll still switch it up every few games. I don't ave much else to say here, so I'll see you around!
  12. Hey Quinn! You might know me as Francisco Unk, and I've really enjoyed the few rounds I've played with you, whether it's been "working" together as roboticist, or just seeing you around every once in a while. Glad to see you're enjoying the game, and I'm glad I could help you learn robotics!
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