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DisreputableSquid

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Everything posted by DisreputableSquid

  1. Thanks, I'll look those up right now! Ok, I follow your logic here, though we could probably help keep more chaff out of medbay if we made more use of the Exam room as well, since that puts one more door between the grey tide and the medbay proper. Also I just wish the medbay doors in general closed faster -.- They stay open for what feels like an age. I personally always close it by hand whenever I go through to make sure no one slips in. That and I try and make use of the door controls from inside the Medbay's front desk, since then I don't risk people just pushing past me on their way in. I should Bug the HoP and HoS one round to make a me a Custom job that is basically just a medbay security guard. No real secuirty access, just there to keep order in Medbay, since I don't know how many times I've had to call security tokick someone out who was just putzing around. Sit at the front desk, open and close the doors, eat donuts, kick out loiterers. Seems like a legitimate job.
  2. I definately support the idea of some kind of debuff or other penalty associated with having too many powers at a time. First thing that comes to mind would be just simply having the stability of the mutations decrease proportional to the number you've got (or how massive the change is, if that is possible. I'm a bit rusty on genetics. Do some mutations require more modified blocks than others?) If I remember correctly, radiation exposure run the chance of causing random genetic modification, correct? Perhaps apply a similar effect to mutations. If you could make having X number of mutations apply tox damage, then I see no reason why you couldn't use the same system to apply the genetic scrambling from Radiation as well.
  3. I'm not sure I can actually give this a +1, as much as a desperately want to. ANYTHING that might possibly make genetics more accessible is a positive in my books, but slapping doors in front of Cryo doesn't feel like the right way to do it. Even though this opens up the space near Genetics, it also closes off Cryo from the rest of the medbay, and that is most definately a big No-No. We all know that in medical, speed is key for the most critical cases, and if someone needs to be put in Cryo, there needs to be as few barriers as possible between the entrance to medbay and those tubes. This is why there are almost no doors at all for all treatment-related areas of the medbay (Excluding Surgery, as that area obviously needs to stay sterile, but even then I still have problems with having the patients have to go through the Observation Room doors to get into the OR's) since every second wasted waiting for doors increases the chances that someone might die on the gurney. That would be nice, however, would be if we replaced the entire wall section with glass so you could see through it, at the very least. Also, they need a pair of patient lockers for the Cryo-tubes, as well as one for Cloning so that we can put any equipment we need to take off of a patient into something secure! Maybe once I have unlocked Station Engineer I can try and convince the CoM, the RD, and the CE to let me spend a round fiddling with the layout of the Genetics area as a whole and see if I cant put together something better. (I actually love designing areas) Maybe If I can come up with something good enough, I can pitch it to the admins to get it formally changed. On a related note, how would one go about making example rooms to show like you did in the above picture, Shadey? is there a specific program or set of assets we can use, or do we have to do this all by hand in something like Gimp?
  4. First of all, i think that no matter WHO gets control, genetics really NEEDS to be handed over fully to one department or the other. They are the only job with such a clearly contested control issue, and all that having control of it split does is end up with it looking and feeling to most like its not really a part of either department and, as everyone has agreed on, left them with little to no accountability for their jobs on-shift since they can always turn it into a game of he-said, she-said between the CMO and the RD. This lack of solid connection to either department also makes RP as a geneticist difficult. Medbay staff can't really communicate with them other than radio aince they are always on the science side of their office, and when was the last time you saw a scientist in genetics who wasnt getting powers? Its effectively a hermatige by its current design, and that only further reinforces many Geneticists habit of just spending all their time on hunting superpowers rather then being a functional part of the station as a whole. Now for the Question of if they should be given over to the CMO or RD, I come down solidly on the side of CMO, and for one solid reason, Cloning! The geneticists are SUPPOSED to be handling all cloning activity, and cloning is (or at least was supposed to be) their #1 Priority. All research is supposed to be put on hold when someone needs a new body, and we ALL know that the only reason general Medbay staff were given access to the cloning equipment was because many a geneticist didn't do this part of their job, typically because they (like a lot of new science players) took the job for the toys, not the responsibilities. This was also exacerbated by the poor design of the genetics area in general, since you were essentially isolated from the rest of medbay and had no way to know what was going on unless you were keeping a close eye on the comms or people were banging on your door with a pile of corpses. If the genetics area could be redone to give them more situational awareness of the rest of medbay and, and also have cloning be brought back under their full, generally exclusive control, then I don't think that the discussion of who it should be under would even be happening. Their job is like Virology, typically its just doing MEDICAL research, but when the situation calls for their specific skill sets, the research is put aside and their medical job takes top priority, and remains their top priority until the situation no longer requires them. That means that if there's a blob devouring the station or the Nuke Ops Team is gunning down the Greytide in the hallways, the hunt for the perfect power gets put on the back burner and it's time to start popping out pod people.
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