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Somnus

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  1. I'd like to second Dean's point that currently the only reason a chemistry-inclined player would choose chemistry over science is to spend an extra half hour making all the medications medbay will need for a shift before having the chem dispensers to themselves. So any competent chemists can (And do) just work in science to get access to chem dispensers and all the associated fun-potential without the obligation to make medbay anything. This often leaves chemistry empty or filled with new players but for those occasional rounds where someone who cares about medbay takes the time to work as a chemist. As a result several of the rounds I've played in have had empty fridges and doctors forced to use the sleepers and stored medkits to treat patients. I do apologize for assuming the new meds wouldn't work as well as the old ones in my previous posts...turns out they're just fine or even better when chemistry does get around to stocking them. It's an overall improvement to the server, except for carpet bombs and color smoke - those things are annoying everyone other than the players who make them.
  2. Considering that this entire system is from Goon, and they have very short, extremely chaotic rounds, yet chemistry works fine, this complaint stems from inexperience of the new system, not an actual issue. Even with the old system medbay couldn't rely on chemistry doing its job most shifts. That being said, I hope you're right; the new medications are realistic and challenging to use - playing as a doctor now should be more fun than simply popping pills to match the damage.
  3. After playing around with the new system, I have to say it's worse than I expected. Making even basic medications takes quite a while, even with focused effort in gathering and mixing the reagents. With the average quality of chemist we get every round (Read:Crap) medbay's not going to get its medications most shifts, much less in enough quantity to treat the volume of patients we usually receive.
  4. (Copy pasted from the other thread) As a dedicated doctor I do look forward to these changes but also have serious concerns. Paradise has few competent pharmacists; in many shifts one or both chemists are either messing around making useless drugs or are completely absent, despite how easy it is to make medications with the current system. The fridge is often left unfilled, forcing doctors to break into chemistry to make the drugs they need. With the complexity of this new system, I fear medbay will lack a working pharmacy most rounds due to the scarcity of devoted chemists willing to both learn the new system and take the time to make medicine, rather than just play around in science’s chemistry lab (Which has no attached responsibility). And with how long it takes to make these meds, doctors won’t be able to make their own without taking time away from treating patients. (Removed part that turned out to be an unfounded concern)
  5. All very good points, Habalabam, though I believe they'll need admin oversight due to their complexity, and so can be considered for custom events. Reconstruction of the derelict would make for an engaging round, but isn't something that can be automated in a game mode. Similarly for a single, isolated, who-dun-it murder.
  6. While I enjoy the hectic pace and tension of the average Paradise round, I feel the server experience could be improved if once in a while there was a shift without antagonists, instead focused towards the role of the Cyberiad as an actual research station that's supposed to turn a profit when it's not being wrecked by the enemies of NanoTrasen. Current extended rounds are marred by the crew, expecting disaster, staying on edge for the entire shift and thus losing the opportunity for both leisure and productive work. Sigurd is empty and neglected, and other roleplay heavy servers lack the comfort of a familiar station and familiar friends. As such, I propose the introduction of a modified extended round, with the following aspects: - A rare game mode, replacing regular extended rounds, with an opening announcement stating it's extended for all joining players. - Priority announcement at the beginning of the shift of department quotas that must be filled for NT to turn a profit. Examples include resources mined, research levels reached, solars wired, mechs built, supply points used, etc. - Congratulations announcements from CentComm listing the status of each department's quota when one is filled. - The vote for the crew transfer shuttle happens at one hour rather than at two hours. This allows players to pass the round quickly if they desire a regular round or become bored. - No antagonists are spawned or introduced by the admins. - Custom events that need an otherwise peaceful shift (Such as teaching sessions for various jobs) can be held. - (Maybe) One karma given to all living crewmembers (But not civilians) at the end of the round, as a reward from CentComm for actually having a productive shift (If enough departments successfully fill their quotas). The advantages to such a round are many; - Newer players can be directed to join during this round for the opportunity to learn their chosen jobs without being inevitably interrupted by some disaster on the station. - Regular players, relieved of the need to constantly look over their backs and prepare for antags, can relax at their jobs and even spend time drinking at the bar or on other leisure activities. - Players can take the time to roleplay and develop relationships without interruption, or the fear their friend/coworker/partner is a changeling or traitor out to murder them. - Griefers will stick out immediately and be readily dealt with. - Department quotas encouraging cooperation on a station where survival of the fittest is unfortunately all too common. Any disadvantages (People wanting chaos instead of peaceful shifts, boredom, etc) are mitigated by the game mode's rarity as well as being half as long as a regular round if voted for. Thanks for taking the time to read this!
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