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Everything posted by EvadableMoxie
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Standard Operating Procedure Update
EvadableMoxie replied to TullyBBurnalot's topic in Wiki Development
I don't necessarily have an opinion on who the IAA should report to, but I disagree with the concept that Command level issues and crew level issues have no overlap. Command wouldn't be 'command' if it wasn't responsible for the crew and their actions. If the coroner and chemist are in a pissing match and as a result chems aren't being made and Medbay can't do it's job, that becomes a Command level issue because the CMO should be stepping in to make sure the work gets done. And if the CMO can't or won't, the rest of Command should be making sure that CMO is removed and replaced with one who will. If they don't do that, they are just as responsible for Medbay not having drugs as the chemist is. Moreso, since the buck stops with them. So let's say that the chemist and coroner are fighting. They aren't getting drugs made. The CMO can't or won't fix it, nor will any other department head. Who's supposed to handle this? IAA since it's an interdepartmental spat? Or the NT rep, because command isn't do their job? The lines are pretty blurred. -
Standard Operating Procedure Update
EvadableMoxie replied to TullyBBurnalot's topic in Wiki Development
If this is going to be the case, Medical needs another way to acquire humanized monkeys for transplants and brain transfers. It's hard enough sometimes with Genetics on medical comms and answerable to the CMO. MDs shouldn't be dependent on an entirely seperate department to do their job. -
Standard Operating Procedure Update
EvadableMoxie replied to TullyBBurnalot's topic in Wiki Development
The only thing I feel at all qualified to comment on is medical (And Brig Doc), so I'll give my thoughts there. I think overall the SoP is pretty solid, but I have some suggestions. Medical Syringe guns are not permitted to be carried without express permission from the CMO, or by security to forcibly remove genetic powers from hostile forces. There is no reason a doctor should be swiping these at the start of the shift. Basically none of the nasty shit like terror spiders or Xenos process reagents which makes syringe guns useless against them. The only legitimate use is stopping a hostile Hulk or antag with genetic powers. That isn't an issue on a majority of shifts and even it it is, just give the gun to security, it's their problem. Removing surgery tools from the ORs is theft, unless another set of tool is already present. This does not apply if the CMO gives permission to remove them, or the ORs are compromised and the tools must be moved to a safe location. Occasionally you get surgeons who want to defend their titles by keeping the tools on them at all times, even when they step out of the OR. This is selfish, and in an emergency could get someone killed. This is somewhat covered in space law which states removing things from their departments without permission is theft even if you have access, but this clarifies it. The Brig Physician is permitted access to Medical comms, unless otherwise objected to by the CMO. The Brig Physician may request leave from the Head of Security (or Warden if no HoS is present) to assist Medbay in an emergency. While operating in this capacity, the Brig Physician must follow all SoP for Medical Doctors, and any issues involving treatment of patients within Medbay falls under the discretion of the CMO, rather than than the HoS. I feel like Brig Physician is already kind of an unofficial member of Medical since they often swipe a medical headset and are active on medical comms. I've never heard anyone have a problem with this and I actually like having a direct line to security as an MD. This just sets guidelines for how the overlap of the two departments should be handled. CMO The CMO is required to secure both syringe guns at the beginning of their shift. See the rant above on Syringe guns. MDs shouldn't have them, so the CMO should be securing them. If they don't, given how high traffic Medbay is, they will by stolen fairly early into the shift. 2. The Chief Medical Officer is permitted to carry a telescopic baton. In case Genetic Powers need to be forcefully removed, they are cleared to carry a Syringe Gun I would remove this. I feel like this is basically saying the CMO is allowed to go antag hunting as long as it's a hulk. Instead, they should be giving the syringe guns to security for them to deal with it. There's also no reason to add them being permitted to carry a baton into the SoP, as this is pretty obvious and is not mentioned in any other head's SoP. The CMO is to ensure the cloner is stocked with biomass, and the medicine storage fridge is stocked with needed chemicals by thirty (30) minutes into the shift. If this is not done, the CMO is to take immediate action to ensure this is remedied. The CMO is to ensure both operating rooms are maintained in proper condition, and stocked with all tools a surgeon would require to perform surgery. The big 3 for CMOs are: Drugs in the fridge, Biomass in the cloner, Tools in the ORs. These are the problems the CMO should be looking for and fixing, so they should be stressed in the SoP. Medical Doctor 2. Nurses should focus on helping Medical Doctors and Surgeons in whatever they require, and tending to patients that require light care. If necessary, they can stand in for regular Medical Doctor duties; 3. Surgeons are expected to fulfill the duties of regular Medical Doctors if there are no active Surgical Procedures undergoing; This could be clarified as: Nurse, Surgeon and Coroner denote preference or specialty, but all titles are still Medical Doctors and required to treat patients in all areas when necessary, as well as following all Medical Doctor SoP. That's a catch all that handles it more simply and rolls coroners in. If a surgeon is present and unoccupied in an operating room, incoming patients to surgery should be transferred to their custody. If no surgeon is present or available, the Doctor who admitted the patient may perform the surgery themselves. This is just courtesy, but I feel it should be in the SoP. If a surgeon is waiting in an OR I'll always give the patient over to them to treat. This way they won't have to steal the damn tools, too. If a patent is being attended to, another Doctor may not take custody of that patient unless the attending doctor chooses to transfer custody. I don't know why this is but some of you doctors (not naming names, but you know who you are) have a tendency to just grab people who are being treated and pull them away. Sometimes it's a mass of bodies and it's hard to tell but I've had doctors do this on patients I'm clearly actively treating, while I'm applying medication or injecting them. I've had doctors pull awaly people I'm prepping for SR and throw them into cloning or even drag away toxin damage patients to throw them into un-upgraded sleepers. It's really annoying. I understand you may have a different treatment preference but let's not play tug of war with the patients. Geneticist Cloning is to take priority over genetic experimentation in all cases. I thought this actually WAS in the SoP, but now that I'm reading it over, I can't find it. I think it might be on the job page or genetics guide. Brig Physician The brig physician must obtain permission from the CMO (if one is present) before removing any equipment from Medbay. It's only polite to ask. 99% of the time the CMO will have no problem with the Brig Physician taking the scanner or even a defib, but they should be asking and ultimately it's the CMO's call. Sometimes things get blown up or stolen and there can be shortages. In the event of a harmful viral outbreak, the Brig Physician is required to ensure a suitable supply of cure for the virus is stored in the Brig bay and available to security. If a vaccine is developed, the Brig Physician is responsible for ensuring all members of security are vaccinated. In the event of an infected prisoner, the Brig Physician must provide the cure to the infected prisoner on request if a cure is available. If the viral pathogen is airborne or spreads by contact, all infected prisoners are to be cured, and all non-infected prisoners are to be vaccinated, if possible. Prisoners may not refuse to be vaccinated or cured of any harmful virus that is airborne or spreads via contact. Some logical rules regarding viral outbreak for the Brig Physician, most of which good Brig Physicians will be doing anyway. There's nothing in SOP that says you have to cure infected prisoners but reducing the number of people who can spread an airborne or contact virus, even against their own will, just makes sense. -
Narrowing vision to a realistic FoV in a top down game seems to me to be a very "Anti-fun" mechanic. There's probably a reason why none of the major popular servers have done it, not even the high RP ones that try to be hyper-realistic. Either it doesn't really work out in practice, or it would be too much work to code in.
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Yes, but the point is they wouldn't be antagonists in this scenario. What I was discussing was the idea of removing them as primary antagonists and making them more like borers in that they are never the antagonist for a round, just something that happens in addition to whatever the game mode is.
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My statements were within a context of a possible change to how Vampires work, so they would not necessarily be antagonists but rather neutral forces unaligned to either the crew or the antagonists. As it currently stands, I fully agree they should be kill on sight and forced to actually antag instead of being 'friendly.' But since people insist on playing them as 'friendly' perhaps the solution is to change the mechanics to accommodate the way people want to play them, rather then trying to change player behavior.
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I think if we go with Option 2, vampires should not have any protection under Space Law and it should be entirely at the discretion of the HoS as to how to handle them, up to and including on the spot execution. This is similar to Borers, you can't just walk down the halls looking for willing hosts, you can and will be killed pretty much on sight. At the same time, a Vampire may reveal themselves to people they trust, and those people aren't necessarily required to report them to security. There should be risks and give and take. On one hand, keeping a Vampire around is a risk. On the other, if you summarily execute one vampire, you've pretty much forced every other vampire on the station to be openly hostile to you because you've backed them into a corner. And if there is another main antag, they might very well ally up with the rest of the vampires, which is bad news for you. I actually like the idea of 'neutral factions' in general. Right now it's fairly cut and dry with Crew versus Antags. Some neutral factions that can lean either way, depending on how they are treated would add a lot of depth and make negotiation a powerful tactic.
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I can't agree with this enough, or stress how much of an issue it is. There are too many boring rounds as is without people opting into being an antag and then not antaging. One of two things needs to be done: Option 1: Vampires are antags and vampire rounds are a thing. In this case, Vampires should be EoCs to be terminated on discovery. Outing yourself as a vampire should result in immediate execution IC and a jobban OOC. Someone who selects to be an Antag on a round type where they are the primary source of conflict, and then chooses not to generate conflict are wasting 2 hours of everyone's time. Option 2: Vampires are not necessarily antags and there are never any 'vampire rounds' where vampires are the primary antag. In this case they are similar to Borers in that they have a goals but aren't required to be antagonistic to achieve them. This would be fine because just like how there are no 'borer rounds', there would never be any 'vampire rounds', just 1 or 2 vampires at the start of the round who spawn in addition to whatever the normal antagonist is. Vampires could be aggressive to get what they want, or take a more diplomatic approach. There would still be plenty of tension and paranoia since you'd never know what the vampire will do once powered. This is similar to how Borers can be a huge asset, but also a huge risk. The main issue with option 2 is then Vampire is just a special snowflake RP option, a normal crew member with superpowers and a license to abuse them. I'm not a fan of this approach, but given how many 'friendly' vampires are out there obviously there is a desire for this type of gameplay.
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Name: Nicholas Rafferty Age: 38 Gender: Male Race: Human Blood Type: O- General Occupational Role(s): Medical Doctor, Surgeon, Paramedic, Chemist, Brig Physician, Chief Medical Officer, Virologist, Geneticist Biography Born into a life of poverty and destitution on the ruins of Earth, Nicholas faced a bleak future with few opportunities. He was able to escape from his humble beginnings when NanoTrasen funded a select few public schools in low income areas in exchange for permission to issue some ‘aptitude tests’ to students. Nicholas' school was one of those chosen, and he scored highly on these tests, being identified as a possibly gifted individual who qualified for a new NanoTrasen employment program. The premise was simple: NanoTrasen will pay for relocation off Earth to pursue education in the field of the student's choice. In exchange, the student, upon graduation, enters a mandatory 16 year tour of indentured servitude to repay these costs, after which they are free and clear to do as they wish… except for a standard non-compete clause, of course. Nicholas accepted the deal, seeing it as probably his only opportunity to escape a life of poverty. He chose Medicine as his field, as qualified doctors are always in high demand on remote outposts and deep space exploration vessels. He enrolled in Lunar University of Medical Science in 2542. After graduating and beginning to serve, he quickly became somewhat embittered by NanoTrasen’s soulless corporate philosophy, as well as the realization that he had sold the best years of his life to a company that viewed him as simply a moderately expensive piece of equipment. It didn't help when later he learned the 'non-compete' clause of his contract was so expansive that it would all but guarantee he would either work for NanoTrasen for the rest of his life, or never work again at all. While somewhat cold to NanoTrasen in general, he takes his oath as a medical doctor very seriously. He will always treat anyone in his care to the best of his ability. Qualifications Degree and year of attainment: Doctor of Medicine (MD): 2546 Doctor of Pharmacy (Pharm.D): 2548 Master of Medicine (MMed): 2550 Master of Surgery (M.S): 2552 Basic self-defense training. Post-placement training in Virology and Genetics equipment employed by NT. Employment Records Began mandatory assignment in 2553, which will end in 2569. Has served on the Cyberaid for just under 2 months. Dr. Rafferty is a skilled physician and surgeon, although there are some incidents of him cutting corners for the sake of expediency. Dr. Rafferty is competent at following instructions and working in a team. When no leadership is present, he is capable of working independently. He has the necessary technical skills and knowledge to perform the role of Chief Medical Officer, but a lack of assertiveness as well as a tendency to place the well-being of individual employees above the interests of the greater corporation limits his leadership potential. Security Records No incidents on file. Medical Records 2542 - Surgical correction for Myopia. No complications. 2546 - Blood type alteration: From A+ to O-. Voluntary experimental program designed to allow doctors assigned to remote locations with limited blood banks to become universal donors. Personnel Photo [To be added] Commendations [only to be added by admin]: Reprimands [only to be added by admin]:
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The other half apparently think the way to play is to be friendly vampire and come to Medbay asking for blood and have the entire station totally okay with that so we end up with a 2 hour snooze-fest. This is a whole other rant, though....
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I'm not sure how realistic it is to do this mechanically but the idea is this: When you use the Give Karma command, instead of the person being awarded the Karma immediately, they become your "Karma Target." They are not actually rewarded Karma until the end of the round. If you use the Give Karma command again, the person you target becomes your new "Karma Target." You can switch targets as many times as you want, but only the last person you targeted gets a Karma point at the end of the round. This way, you can award Karma early in the round without having to worry about not being able to give your Karma to someone more deserving later, and you'll never be in a position where you want to award Karma to someone but you can't. I think this would encourage people to give Karma a bit more freely overall. One potential problem I can see is if people disconnect or leave a round early, I'm not sure how easy it would be to still make sure the Karma goes through in that case.
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I'm still fairly new to SS13 but I DMed/Developed for a NWN persistent world RP server for 5-6 years. Making players fear death was a pretty big issue because clearly people were not on our server. And after struggling with it for a long time, I've come to the conclusion that you have to pick your battles and this particular hill is not one you want to die on. Players don't fear death. They fear boredom. That's why players are always going to charge into dangerous situations. Because sitting in a locker instead is boring. Safe is boring. A server full of people doing the safe thing is boring. People won't play a boring server. It's okay that people are reckless. Chock it up to the fact that the type of person who signs on to work at a deep space plasma research station in a world of cults, space carp, vampires, shadowlings, changelings, terror spiders and Xenos are probably not people who shy away from danger. We're all a bit crazy if we decided to be on the Cyberaid in the first place. As for Cloning roleplay, the problem here is that mechanics and roleplay are in conflict. Fixing this problem means putting the two back into sync. When I play MD, my patients are real players with their own agendas and their own things they want to be doing. Now occasionally, you get the guy who wants to RP his trip to Medbay and those players are great and I will definitely take the time to chat with them and tell them what is going on, ask them how they got injured and describe the treatment I'm giving them. But, often I will have a patient who has things to do and they just want me to fix them and get them back into the round as quickly as possible. And this is why the Cloning versus Treatment debate is more like a balance than treatment being always the correct choice. Yes, I will roleplay that Cloning is a last resort because it means the person died and a replacement is now walking around. But at the same time, if I have a player who just wants to get back into the round, and I know I can get him back into the round twice as quickly by cloning him as I can be reviving and treating him, is it really right for me to force my own roleplay preferences onto them, to enhance my experience at the cost of theirs? I'm not so sure it is. The solution to this problem is to change design so that the roleplay motivations and mechanics motivations lead to the same behavior, rather than different ones. This can be done by either changing roleplay or changing mechanics to bring the two into sync. To change it mechanically: if we want Cloning to be a last resort in terms of roleplay, then it must also be a last resort mechanically. That is, it must be the most difficult and time consuming way to revive someone. How exactly to go about accomplishing that, I'll leave to people more experienced in ss13 mechanics than I am. To change the roleplay: Give roleplay reasons to clone over treating. For example, add fluff about how science proved ghosts exist and migrate to a new body. Or make NT SOP say you have to use the least expense and time consuming methods of treatment and even though we don't like it, we all signed the NT contract so we have to do it. My preference would be to fix it mechanically by making cloning more time consuming and difficult. When I play MD I want to do more than just throw people into Cryotubs or Cloners. I want there to be a reason for long, complicated surgical procedures. That said, it's less work to fix the issue from the roleplay perspective, and while doctors might like longer and more complicated treatments, patients typically don't.
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I actually had a very similar idea to this for medical called "Attending Physician" I did a mock wiki write up on it if you are interested: https://docs.google.com/document/d/1ViY5hb8pHpST6e9CwVKrb2_rE9MXEU8UVxPaAVv0cq0/edit?usp=sharing I don't mean to hijack your thread, so this is just a framework or some ideas to use.
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Thought on Medical, from someone who mostly plays MD (Although I am somewhat of a ss13 noob, only been playing a few months so take that into consideration). I'm not a very good judge of aesthetics so my points will mostly be about function and mechanics. Traffic is a huge concern for Medbay design. There are something like a dozen medical job slots, plus patients, visitors, loiters, rolling beds, and IVs all taking up space. I'm not bringing it up just to be critical but rather because hall space is a big deal when you need to get a patient on a roller bed to surgery without having your pull broken a dozen times. That said, we don't want a huge amount of wasted space, either. I think you've done a good job overall balancing that, but there are a few suggestions I have for tweaks when it comes to space to help reduce choke points and congestion during high pop rounds. The top horizontal hallway, the one leading directly to reception is 2 tiles wide, but the other main hallways are 3 tiles wide. If anything needs to be 3 tiles, it's the hallway right after reception, as that's where most of the traffic is. Making the break room and CMO's office 1 tile shorter would be an easy fix, or you could just move them down a tile as the lower hallway is more suitable for being tighter as it will be less trafficked. The entrance from reception also seems a bit cramped. On the current map we have 2 entrances that are 2 tiles wide. One leads to Cryo and cloning and one leads to sleepers and surgery, so the traffic is divided. On this map, you have a 4 tile intersection between reception, cryo, med storage, and deeper into Medbay. I expect as is, this will be a huge choke point as everyone coming in or out of the main entrance must pass through 1 or 2 of these tiles. You could widen the area to 3 tiles, or perhaps extend reception downward a bit and add another entrance on the bottom part of reception, sort of like we have on the current map, only sideways. The lower entrance would probably be lower traffic since it's only really convenient for getting to the sleepers, but it would help a bit, and server as an alternative way in and out in an emergency. The ORs here are 5x6, the ORs on the current map are 6x6, and these feel cramped as a result. I already think the current ORs are a bit cramped when you have a rolling bed and IV in the mix. The ORs have a room behind them that appears to be for storage or the like. The only way to them other than maintenance is via the surgery rooms themselves, which is a problem because you really don't want traffic through your OR while you're performing surgery. I also don't like having the freezers in a different room, I don't want to have to leave the room during surgery to get more blood or retrieve an organ. Freezers can be moved of course, but then you lose a tile of space, so the room should ideally be designed around having a freezer if it's going to have one. The current map has doors from the ORs directly into maintenance. These suck as a doctor but are great for antags. I don't know if that makes adding a 'buffer' room behind the ORs a good thing or a bad thing overall. Just an observation, someone more experienced with antagging might want to add some insight into that. Other notes/suggestions: New Chem just looks way less cramped even though it's only slightly bigger. A little bit goes a long way, and the 3 tiles of table space built into the wall is nice. I don't work chem but I imagine this would be much nicer for them. Not having to go through a cramped storage room to drop off meds is definitely an improvement, too. About the only possible downside is that it's very close to reception, meaning we only have the high trafficked reception doors plus 1 airlock separating the Clown from his Space Lube. I often see civvies managing to get into the anti-room right before MedChem, with this layout that would put them in Chem itself. Chemists will need to be vigilant. Also, the CMO can't just set the door to emergency mode when no Chemists are on shift so doctors can come and go without leaving Chem wide open to everyone. I'm not really sure what the solution to that is, though. New cloning is way better, having more space and not being right next to the highly trafficked Cryotubes is going to be extremely helpful. Logically, it's located right next to the morgue and genetics. This is sorely needed, the current cloning area gets way too cramped too quickly. Given the population on Paradise, I think we should consider having 3 ORs. As it stands, when pop is high we often fill both ORs and have a backlog. If one of the sets of surgery tools get stolen, things can spiral out of control very quickly when you have 1 functional OR serving 100+ people. Obviously there needs to be room for Antags to mess with Medbay, and a certain amount of chaos is needed to keep the round interesting, so resources should be limited, but I think a third OR is reasonable. If the staff feels this is too many resources for Medbay to have, then maybe have an unfinished OR that engineering and Medbay can fix up each shift and order tools for. This way there is kind of 2.5 ORs, and it gives engineering and Medbay something to do. Sort of like how the Brig Physican needs to build their medbay up. In addition to the above, perhaps we could have 3 sleepers instead of 2? You gave us 3 Cryotubes, which is great! The Cryotubes are very close to the entrance, which will be inviting for Graytides to just run by doctors and throw themselves in. It's not any worse than it is currently, but it's something to consider since you're doing a new map anyway. On the other hand, since Cryo is preferred for critical patients, having it near the entrance is logical. I also like that they are near the fridge, so you won't have people dragging corpses/critical patients back and forth through Medbay like currently. There are 3 body scanners shown, which is 1 less than there are on the current map. I think there should if anything be more, again, given Paradise's population. One near the Cryotubes would be nice, since patients admitted in critical condition often go to Cryo first, and those patients are most likely to require a scan for internal injuries. Maybe an extra one in a bad spot no one uses, so the Brig physician can steal it? Just kidding. (Not really) I love that Medical gets it's own escape pod. Not only is it great mechanically, but lore wise it makes sense for us to have a pod, rather than having to drag someone who is hurt down the halls on a rolling bed. It would make sense to have easy escape access to a place that deals with hurt and disabled people. Plus this way I don't have to take the same shuttle as the plebs. My character didn't go to Medschool for 8 years to fly coach!
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This. Please. I can't speak for the station as a whole, but I play primarily MD and was part of the test last night and holy shit, that Medbay is horrible. There is no way it was designed for large populations, it's a claustrophobic nightmare. It's probably okay for an average population in the 30s but definitely not 50+ or even 100+.
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Legalist Protocals R24601: A New Lawset
EvadableMoxie replied to Urlance Woolsbane's topic in Suggestions
Crime prevention actually isn't a part of Space Law, either, so the AI is not required to think ahead in that way. It might decide to do so, but it's not a law if it's optional. On the other hand, it would be valid logic to think the best way to ensure 0 crime is to let the entire crew die. The rules on Murder, Assault, Sabotage, and Creating a Workplace Hazard would prevent the AI from actively seeking to harm crew, but it certainly could just sit back and let people die from hazards created by others. After arresting the person who did it, of course. -
Legalist Protocals R24601: A New Lawset
EvadableMoxie replied to Urlance Woolsbane's topic in Suggestions
Sure, why not? "Failure to repair the station" isn't a crime, nor is "Failure to make Engineering Cyborgs in case the Station becomes damaged." It also isn't a crime for a doctor to leave Medbay in the middle of red alert and ignore critical patients to go play Orion trail at the bar. It isn't a crime for the HoP to give everyone all access. It isn't a crime for the Chief Engineer to refuse to start the engine. It isn't a crime for the Captain to call everyone to the bar to play Hot Potato with the Nuke disc. All of these things can and should get you demoted and fired, but they won't get you thrown in the brig because they are not crimes, they are violations of SOP. Security isn't going to arrest the QM for only ordering pizza crates, but the HoP could and should fire them. -
I play Medical pretty much exclusively and would really like something like this. When you have graytide walking right by doctors and then spamming the medical storage as if Medbay is a fucking Help Yourself Pharmacy it's really annoying, but not quite worthy of calling for security to run half-way across the station when you know they aren't going to get there before he leaves anyway. Also, when things are hectic, someone assigned to get anyone who isn't a doctor or patient the hell out of medbay would be great. It's really annoying when Cryo/Cloning turn into a traffic jam because people are either just standing around wasting space or trying to play doctor themselves. As far as SR goes (since it got brought up) My problem with it is that if you have a chemist who knows what they are doing you'll have 300 of them 5 minutes into the shift which means it's more or less unlimited. It's not just that it's powerful, it's that it's effectively an unlimited resource. I think making it take 20u per pill to work would make the supply far more limited and keep the Paramedic job valuable.