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Toroic

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Everything posted by Toroic

  1. Given that medbay has battery chargers the amount of charge in the defib is irrelevant. The "timely manner" aspect is the most difficult, I think. 10 minutes isn't a lot of time. Then, once they're alive again the patient might have broken bones, shrapnel, organ damage, limbs missing, and probably require multiple surgeries. Cloning is simple to use, with a good chemist or a chef can easily be restocked, and don't take any effort to put back. You dip them in cyro (mannitol in the mix) and let them strip their own body.
  2. -1 Don't suck.
  3. I think as a rule people grossly, grossly overestimate how useful nightvision is. In many places in maint a flashlight covers most or all lf the area you can see, and while it is possible to utilize it well, that's why you'd give the race a downside as well.
  4. While new surgery is indeed abit confusing at first its not very different from bay surgery. There is also surgery computer which give you hints how to do surgery step by step!!! So if you know basic mechanic of SS13 well you could learn the surgery in one day. Well, surgery is more than just what is on the wiki, though broken bones can be learned pretty quickly. For example, it is a bit of a different skill to know how to install implante. Beyond that, ending the surgery manually earlier when there aren't broken bones, when to pick organ manipulation to stack surgeries, how and when to do ghetto surgery are all things that aren't learned in a day and dramatically change the total time that needs to be spent. Then there's xeno organ surgery and implantation, IPC repair, and how to treat different species (plasmamen can be operated on through their suit, diona don't feel pain, vox should get an ether injection, IPC microbattery shenanigans, shadowling dethrall, operating on two locations at once, not needing to check the scanner printout repeatedly for multiple injured sites, how to uninfect organs without spaceacilin, how to treat non-organ infections surgically. Shrapnel and embedded object removal too. The basics are pretty simple but there's actually quite a bit of advanced techniques for an enterprising surgeon who wants to master the role, and even reading the wiki implants threw me for a loop.
  5. Changeling: Yes, i shall miraculously kill one of them and infiltrate their clique and then convince them to convince my vulp target in a mech to get out of the mech. *Gets literally sniffed out* Changeling: ...welp I was wrong about that, as a changeling's DNA should match. Would still work for traitors who stole clothing though.
  6. I think it depends on the time. I play NA evenings and there's usually 1-2 surgeons or people capable of it. It is less than before due to surgery being changed significantly, but the extra speed for those of us who know it is great.
  7. I disagree that it would step on the toes of a detective, because the vulp would have a scent with nothing to compare it to compared to a detective that can get and match dna, fingerprints, and fibers. If the scramble was different from round to round, the metagaming would be minimal/impossible as well. Another option would be to simply be able to tell the gender and species from blood. Species is easy even for human noses, and considering dogs can be trained to smell humans with low blood sugar, I imagine gender wouldn't be hard either. As far as stimulant availability, there's coffee dispensers all over the station. Couldn't be any easier, and it's not contraband if you're searched.
  8. As everyone may or may not know, Taj and Vulp are currently identical, and both are given 8 darksight that doesn't actually do anything unless you have mesons on, which makes it act like nightvison. What I propose is that we give both taj and vulp different advantages, and a similar disadvantage due to their similar biology. Tajaran The defining feature here has and should continue to be nightvison. Simple and convenient. Vulp Canids don't have exceptional nightvison, what they have is an exceptional sense of smell. There are a number of ways to implement this, but here is my suggestion: Give Vulps a verb where they can smell another character or spot of blood with a verb, which gives a scrambled version to the dna given by the forensic scanner. This means that a vulp can smell their coworkers and if a ling comes in disguised as one, it will return a different 5 digit value. It needs to be different than the dna because otherwise they could just report it to the detective and metagame, but gives an advantage to catch any ling or traitor who goes to a department disguised. Scents don't lie, but this ability should be blocked by biosuits amd hardsuits. Downsides for both In earth canines and felines, chocolate is poisonous and caffine and other stimulants are dangerous too. What I propose is that chocolate is a mild toxin for them, and a stimulant overdose causes frequent and long-lasting siezures. This provides Taj and Vulps an advantage against traitors, and traitors a counter when their target is one of those species. This is also scientifically accurate, at least to the standard other science on paradise follows. It also means that it is more difficult for Taj and Vulps to reap the benefits from stimulants in exchange for proper nightvision and the ability to literally scent out imposters. Thoughts?
  9. Honestly I don't think the code exists at all, the same way greys don't actually take damage from water/immune to sulfuric acid. There are very few kidan players and unless they test side by side with a human, I don't think there is a difference when it comes to bleeding. Of course, I think you can use a cigarette to cauterize bleeding anyway. I play Kidan a lot. I always feel like I bleed out a lot more than when I play human, but it could be just my mind tricking me. Either way, I never feel like Kidans armour is enough. 20% honestly isn't much. If you were getting toolboxed to death you'd only take two more hits before being in crit (12 instead of 10) at which point you can't fight back anyway. You probably bleed out more because you're more willing to take brute damage. A sec vest and most other types of armor give 50% resist, so a sec officer has more than twice as much protection. I haven't tested it but I suspect that the brute resist kidan have is multiplicative. So 50% brute resist armor becomes 60%, though a riot suit would provide 84% brute resist, pretty much no difference If we increased kidan brute resist to 40%, they'd get only 70% brute resist in normal armor (from 50%) and 88% in riot armor instead of 80%. This would still be a significant tradeoff with no eyewear. If it is additive, then kidan are already immune to brute damage in a riot suit, and that would be dumb.
  10. This doesn't make sense and isn't really necessary. Medbay already can deal with brute and burn with a welder and a wirecoil, neither of which are hard to get. Oculine can fix the eye damage if you don't have a diona or IPC on hand.
  11. Honestly I don't think the code exists at all, the same way greys don't actually take damage from water/immune to sulfuric acid. There are very few kidan players and unless they test side by side with a human, I don't think there is a difference when it comes to bleeding. Of course, I think you can use a cigarette to cauterize bleeding anyway.
  12. Sure. We already have dimunitive titles in many departments and mecha pilot would be a really bad idea. Above and beyond that we have the HoP who can provide any title and access, and the start of the round they're typically available to do so. So the response to OP's suggestion is that it's already in for medical (nurse) and engineering (maint tech), and for science learning from coworkers should be easy due to the departmental structure. Nothing more is needed.
  13. Goon has a trait system that is like this but much better implemented than the examples provided. You can take unlimited traits but positive ones cost 1-2 points, neutral ones 0 points, and negative ones -1 to -2 points. You start with one point, so taking any more than a minor benefiicial trait requires taking negative ones. Of course, people take traits that are beneficial for their role, and many wouldn't work with the different species we have.
  14. Yeah... You probably have a point. Honestly, I had a feeling the idea would get shot down, since it would be very hard to balance in a manner that wouldn't be too crippling. But still, it would be nice to have some random modification of sorts to change things up a notch, but eh, I guess you don't know if it is good or not till you test it. It would not be nice, and you can tell it's not good after 3 seconds of thinking about it.
  15. I would much rather people make suggestions like this so we can discuss their merits than to have people not make suggestions because they're worried about someone calling their suggestions shitposts. Ever since I came here, he posted on most of my topics, and he always seems to put my ideas down rather harshly. And now resorting to calling any post I make a shitpost? I think he doesn't like me. You'd be right. I don't care for you because you've demonstrated you don't think things through, and you think "being shit on purpose" is good RP.
  16. This is already in the game, and covered by the assistant job. Two solutions already to the not-problem you made this thread for. Do you play the game or just make poorly-concieved suggestions? This and the other one about random unfixible mutations is pretty much unintentional shitposting.
  17. This is a terrible idea fundamentally. No amount of tweaking would fix it to not be objectively worse than what we have now.
  18. I imagine you could make it like a verb version of the advanced trauma kit. They can treat a single wound per body part, healing 12 brute and stopping bleeding. It also would mean a kidan could do ghetto surgery and heal things like internal organ damage with their magic goo. Maybe 20% brute resist, can use healing goop equivalent to an advanced trauma kit, and they spawn with an eye implant appropiate for their job?
  19. Ordinary robotist is more an engineer+scientist than surgeon+scientist. Thats why some builds gives them engineering chanel and made CE supervise them along with RD. But Biomechanical engineer is surgeon+scientist so just like genetist he should have both medical and science chanels while bot RD and CMO supervise him. Yeah... how is this not strictly superior to both surgeon and scientist? Better access, can get all the tools from both locations. Surgery fixes pretty much everything that a cyro dip won't, including infection. One main limitation is not having IPC repair tools and cybernetic limb replacements in medbay, and you basically want to give the roboticist everything.
  20. Robotics don't need bone gel, a screwdriver has a 75% success rate on an operating table. Learn to ghetto surgery, and the world opens up.
  21. Robotics doesn't need bone gel because you don't need bone gel except for broken bones. You can bend the ribcage back and then just force end the surgery without using bone gel for chest surgeries. No way in hell am I going to surpervise a roboticist doing surgery while I watch. I'd tell them to gtfo and do it myself. In fact, there is no situation in which this makes sense. Robotics can do every implant with their current tools. If someone is going to medbay with an implant, they don't need a roboticist. If a roboticist is in medbay, you don't need a surgeon.
  22. Name: The Sound of Silence Age: 22 Gender: N/A (uses male terms) Race: Diona Blood Type: N/A General Occupational Role(s): Surgeon, CMO Biography: Silence was a station-born Diona, and has never seen the space gestalts that form their species' final stage of life. As a result, they are comfortable with being on a station with a variety of faster species. As a nymph, he mostly spent time in medical and engineering, with a good understanding of basic station repairs and a vast knowledge of surgeries. As a rule, he prefers to use injected ether to have the patient be awake during surgery, as he finds sleeping species unsettlingly similar to dead ones. Unlike many Dionae Silence is rather prone to violence, due to an error in the Skrellian science that allowed a single nymph to become a gestalt. Compared to the generally pacifistic Diona he would be a cold-blooded killer, to the generally violent staff that fill space stations, only slightly so. Qualifications: Expert Surgical training, Intermediate level chemistry certification, Basic Engineering with a sub-certification in IPC and robotic limb repair. Employment Records: Brief 2 year stint in engineering focusing on basic station repair, 16 years of diagnosis and surgical training, 2 years of chemical theory and practice, 2 years in prison. Security Records: Recorded incident in which a clown had refused to leave medbay during illegal surgery while a station was under attack by swarmers. Report indicates that Silence attacked the clown in the eyes with a surgical saw, was dragged off the station in cuffs. Cooperative and industrious in prison due to lack of need to sleep, caught several times doing improvised surgeries with spaceacilin made from toilet chemistry and space fungus that grew on the wall of his cell. Eventually was allowed to perform surgeries under supervision, no incidents of medical misconduct. A variety of improvised weapons were confiscated but none could be confirmed to be in any particular incident. Silence claimed under oath that they were simply experimental and learned from other inmates. Medical Records: Personnel Photo (Appearance text): Appearing as a vaguely humanoid mass of plant material, special care has gone into long tentacle like finger appendages that have the necessary fine-motor skills for surgery. This allows significantly faster surgical speed than may be suspected from a Diona, as one tool will be readied as another one works. Commendations [only to be added by admin]: Reprimands [only to be added by admin]: Other Notes:
  23. Definitely interesting but i dunno about balanced. Certainly fun but would require it not be too much or too often.
  24. Sounds like a good idea to me!
  25. I've found this a lot, you're much better going to the HoP and hoping someone needs help. Becoming a medbay/engi/sci assistant is a great way to learn without the responsibility/expectation of doing the job properly. Honestly, they have to implement an internship system for assistants. Go to HoP's office, ask for an internship at [job] and get a special ID that allows limited access for certain jobs, allowing people to get a taste of what a job is like without having too much responsibility, as well as freeing up the hands of current staff to focus on more important things. For instance, it would be nice to have some more workers at the front desk in medbay so that they can keep people organised and control the doors while the doctors can focus on medical work, or to have someone do some minor tasks in brig to make the Warden's job easier, such as record keeping and such. Being an assistant is one of two things: either a free pass to sit on your ass and do nothing while the station goes to crap, or an opportunity to be able to try jobs that you haven't unlocked yet. However, in the case of things like security, I really would like it if there was an intern position rather than a full job.. Security is a lot to take in for a newbie/person who doesn't play security often if at all. They "have" to? There are guides and SOP that help out with a lot of the background info, and admins and mentors are there to help in-game. If you want to be a front desk attendant, then you just need to talk to the HoP and they're going to let you. None of the jobs on the station except maybe engineering are necessary to have other departments function. Learning on the job after reading a guide is absolutely possible. I don't see anyone who falls through the cracks between the guides, HoP, admins and mentors, and I'm waiting for a suggestion from you that changes my mind or wouldn't require a lot of coding time and effort for pointless busywork.
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