Removal of Healthscanners, introduction of Bioscanners Discussion thread

I’m fairly certain RKz is talking about the brig phys medkit changes, not the scanners.
Not that it matters anyway

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…I’m talking about the post directly above mine.

You trawling the thread looking for gotchas or something?

Goober.

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use the reply function then, double-goober!!!

This is an example reply.

EDIT: Imgur: The magic of the Internet

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Aah, that wasn’t obvious as it lacks this:
image
On messages right afterwards. So it looks like messages to the thread itself and not a specific comment.

It’s all about the showmanship, got more eyes on it than it would have otherwise

I think this is dumb and bad and shouldn’t be added

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So, you can only use a health analyzer thrice before stopping, swallow anti rad, wait until they come back down and then use It again..

Radiation is such a monumentally misunderstood system mostly because all the interaction it normally sees is dead-from-fusion engineers with 200kajillion rads. I posted the math here before but in this case it’d be roughly like this:

Scan once. Scan twice. Scan thrice. Scan four- oh nope, it’s over the limit.

Since it’s now at 120 in the worst case, it’ll take 240 ticks to go back to zero, or 40 ticks before it can scan again. So roughly a minute.

From then on It effectively acts as a cooldown to the handheld scanner allowing it to scan only every minute or so.

For quick reference again, 500 rads is the safe limit. At 800 the hairloss starts. It goes down by 0.5 a tick. roughly 60 ticks per second. Going from 500 to 0 takes 16 minutes, from 800 roughly 26.

You would not reasonably expect to ever hit 250 during a medbay stint. 250 means either a newbie doc or some terribly mysterious injury. That’d take around 8 minutes to cool off from.

All that without meds. With a (incredibly quick and easy to make) potassium iodide tablet it’d prolly like halve all of those times, or maybe quarter them.

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“Let me go back to what I was doing as soon as possible like conflict never happened”

This sentiment is the single most depressing thing to encounter when trying to code for or improve an RP setting or RP server. The plans anyone made at the start of the round have to be flexible and your goal should not be pre-determined OOC before the round has even started.

The complex systems that SS13 has to offer are amazing, but exploring them should never be the end-all goal of a round on an RP server.

Injuries should not be treatable in the blink of an eye unless minor, they should impact a players round and their character. That is why we are moving toward this kind of medical system.

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No it’s called being pseudo-round removed because the bodies start to pile faster than they can be diagnosed and whatever roleplaying outside of med is now down the drain because they are all hospitalized.

If I want to roleplay being a patient in space I play shiptest instead.

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You can tell the proficiency of a Medbay player by the amount of scans they do. If you know what you’re doing you will scan them once and know what has to be done and what you’ll need. Understandably, a newbie will not know this and need many, many more scans.

We’ve all had the classic constant beeping of three or more Doctors all around you. lol

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I spent like 30 minutes on a reply, but it’s just not worth it if we fundamentally disagree, so I’m just going to say:

  • If you are playing ss13 without being able to peacefully accept the possibility of the death and/or debilitation of your character, you don’t belong on any server with antagonists enabled. Shit happens

  • The change outlined here is going to have a minor impact at most, and anyone who believes otherwise is not listening to the creator of the PR giving the fine details. The only thing it particularly enforces is that medbay must be involved in diagnosis if a diagnosis is required. This means very little with the medical system we have right now, but it’s a small step in the right direction for the future of medbay

  • When injuries such as broken bones are added, they will have a larger impact and players who suffer major injuries are not going to be fit and fully functional until certain amounts of time have passed after treatment. This time does not need to be spent in medbay, and the treatment time itself does not need to be long.

  • If we move all the way to something similar or adjacent to baymed/fleshmed (as currently planned/desired) it should be accompanied or preceded by one or both of the ideas to bring players back into rounds with new identities. This will still mean the death of your character within the given round because character death is good for the collective story each round is telling.

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  • If you are playing ss13 without being able to peacefully accept the possibility of the death and/or debilitation of your character, you don’t belong on any server with antagonists enabled. Shit happens

Okay now you’re just putting words in my mouth, literally all my quirks are set so I immediately crumble as a antag target and I will blow my brains out if someone ask me nicely to kill myself so I make their gameplay less frustrating. And I hate Antagless servers the most especially Skyrat.

  • The change outlined here is going to have a minor impact at most, and anyone who believes otherwise is not listening to the creator of the PR giving the fine details. The only thing it particularly enforces is that medbay must be involved in diagnosis if a diagnosis is required. This means very little with the medical system we have right now, but it’s a small step in the right direction for the future of medbay

If it’s a minor impact then there wouldn’t be this entire lengthy thread in the first place then? It would further justify medbay sabotage rush as fast as possible then force everyone to sit in the holodeck instead assuming there is are players online that is this flexible.

Wildflower died with a whimper and enabling respawn is an entire new can of beans

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I Foresee a Surge of new IPC mains If/When this gets added due to the fact less things can go wrong with them and no one wants to sit in hardcrit for a while.

This change will Force paramedics to stop running to people and treating them before they get to medical that I’m happy for but at the same time I’ll be annoyed to treat someone with major issues

I’ll just start asking chemists for a mix of one Pill treats all due to the fact I dislike over complicated and annoying methods to fix things.

Instead of Health scanner removal why not make it take 10 seconds get a health scan reading and only work on people with suit sensors that are on at least Vital?

I tend to click a lot I’m decent at medical just have a jittery finger :sweat_smile:

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Can there be examine prompts added to see damaged parts. Without health scanner id imagine its gonna have alot of spamming patches on each part till you find the right one.

Would be able to see the bruising/blistering prompts you get with self examine.

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Reminds me of people who bring Borgs and IPCs to medbay for some reason which I can only assume is IC dumbness

So do I, as currently there is zero recuperations for it.

Maybe med hud should let you see what body part is damaged?

Clearly yes.

Boiled down to as simplified as it gets this PR does the following:

  • Medical scans by staff other than the CMO must be done within medbay instead of with a handheld scanner
  • The CMO can only perform handheld medscans on targets that aren’t already irradiated.

Obviously there is minor nuance beyond that, but they are very minor nuance being blown way out of proportion by people who are either scared and don’t understand, or people intentionally acting in bad faith because the majority of this thread is:

  • Caught up on or discussing our game design philosophy regarding medbay without actual regard for what this change will do
  • Saw that the scanners apply rads, stopped reading and complained with no further thought or understanding of how radiation works. The radiation will be almost inconsequential how it is set up.
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