On second reading maybe I was a little harsh. tempers are high. I’ll edit the post.
Unironically worth an april fools day PR, WYCI
Replace the medbay chem lab with the maintenance spawn chem lab, INCLUDING the spawner for the cat surgeon.
we already have a maint room that’s like this, so minimum mapping is required.
Hell, i could probably do it if i could be bothered to set up git
No worries fam, I get the feelin’ when the shit you enjoy gets dunked into the ground for seemingly no reason. But I think the best way to fix this stuff is to try and keep a level head 'n be a bit more understanding on the matter. At the end of the day it’s just a game, we all have different opinions on how we should go about righting its wrongs.
Keep in mind, as always, anything I’ve said here is subject to change. Ideas presented are purely my own and have not been subject to approval as a whole yet - I only know Bacon agrees that an entire medical rework is in order and that we have at least vaguely similar ideas as to what is good for it.
Dipping out for now though
I need to rustle up some motivation to do more than play and complain. Honestly the only thing stopping me are the horror stories I’ve heard about DM.
okay this fellah is just right though. i think this is the only fair solution here. lock the thread boys, we’ve figured out the solution
Thanks for contributing to the thread, I really appreciate it.
Why engineering if I may ask?
I don’t actually think engineering has any issues myself, just brought it up as it’s a department based highly in mechanics over roleplay. You can spend the entire round off making some fucking deranged atmos project rather than doing things with the rest of the crew. I don’t honestly find any issue with this personally, but it was relevant to the topic at hand.
Replace plumbing with the alchemy room, I wish to sell potions!
Sure. It can be done. It’s tedious though. It’s much easier to automated it.
Of course not. Why would I ever make kelo/bicar/tircor? Those reagents suck ass. Also we have the sleeper for them.
Correct. These patches are more then enough from a potency perspective. The only issue is that you run out of them. But with the factory that issue is gone.
No. I clearly said what kind of factory can be made in 6 minutes. I also said how I feel about the first three of those reagents.
I don’t want to add more the the patch. It’s a waste of effort and resources.
- Why mix brute+burn together when most patient suffer from a single damage type?
- Why mix ocu/inac into a patch when most patients don’t suffer from eye/ear damage and a single manual batch is more then enough?
- Why mix in antitox or oxy reagents when both are rare and one of them heals by its self in most situations?
I wrote all about my opinions for different reagents and their uses in my medical guide if you are interested in my arguments for each one.
I think this is a good change in the right direction as written by my later replies, but I don’t think it matters at all. We still have the same medical system we had where the issue is revival. Not healing.
mfw people moan about this while i just bypass the whole nerf.
I was thinking about this: one plumbing input and a chem dispenser, with tanks and whatnot for storage?
Because they’re simple and very fast to make? It’s good to have some advanced mixes within your repertoire, but best not to forget the basics. One of my favorite “all purpose” mixes is just a quick and dirty 3:5:5 Tricord, bicar and kelo. It’s not as strong as some of the other things one can make, but it sure is fast to make, has no side effects and makes for a pretty good pill to hand out from only six base ingredients.
Even just mixing tricord on top of just about any other reagent (as long as you aren’t treating an oozeling) gives it a pretty nice bump in healing power for minimal effort.
Surprise surprise. Ruko also liked to optimize plumbing for different purposes despite siding with the nerf as necessary, specifically exploring just about anything that wasn’t synthflesh which I kinda hate for existing.
There are so many issues with it that I could damn near use it as an example for every single antipattern here but I’ll restrain myself.
The main draw of plumbing is to create little miniature chem factories that pump out medicines and toxins or whatever using some little pipes and machines attached together. It’s trying to be Factorio (hey, didn’t I mention that before?) for babies.
Here’s your fundamental strategy for interrogating and dismantling Nerdbait: simply ask ‘ why? ’ Why on earth does this exist? What problem is it trying to solve? Did chemistry have an issue where they weren’t able to click buttons fast enough, and so we need an automated system to do it for them? How does this make anybody happy? Why does it use up so much goddamn space? Don’t you think there might be some balance or even performance considerations when you have machines that can infinitely pump out any base chemical ?
None of these questions are answered, and frankly none were even really considered! That is the essence of Nerdbait. Plumbing was added simply because it makes nerds go “oh wow, just like my favorite games, so cool”.
Was reading the thread and i guess it’s also a good opportunity to link This if you need ideas or suggestions for ghost roles hit me up.
Alright going back to the topic, yeah… It was fun the first time 20 minutes into the shift you have a factory with +20 synthflesh stacked in a public place for everyone to grab… but seeing that every shift… Yeah no.
The change was good, however what i’m seeing based on the other players feedback is that the current issue is the cartridges cost a Lot which lead for the plumbing players to rush and exhaust metal very early, putting pressure on mining, science and that snowball into everyone that also needs metal/glass, i think at this point i see three solutions
- Reduce cost of cartridges so they don’t eat all public/eva/gateway mats 10 minutes into the round making a mess in all departments
- Lock plumbing on an advanced tech so at least by that point it’s expected for miners to have deposited enough metal/glass to allow the Chemists do their plumbing related-projects and forcing them to do the usual work on the chemlab for the early-mid round instead of rushing unga bunga to make a factory in the middle of medbay
- Fully finish removing Plumbing when we’re near of the new medbay system to be introduced
Wow. Yeah. I’m glad someone said it I was too lazy to type it out. But basically that.
That is exactly how I feel about half the stuff on the station. The only reason it’s here is : “It’s cool”.
Ah yes removing more stuff will make the game fun. Glad I left this server.
Where will Beestation be headed in the future? To hell I hope.