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EvadableMoxie

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Posts posted by EvadableMoxie

  1. I didn't even realize everyone had access.  Why aren't antags carrying SR to gib their murder victims? Instant easy cloning prevention.

    Anyway, a big part of the problem is the fact that you could literally dump out the entire fridge and apply every patch and take every pill and you'd be fine. Maybe mute, but that's it.   Do that on CM or Baystation and you'd be dead from OD pretty quickly.  People who don't know what they are doing just shoving random pills into their mouths should really face repercussions from that. 

    I know we used to use the same chems CM and Baystation do and switched over sometime before I started playing, but it seems to me the old chems were a lot better because they forced you to actually think before you just shoved someone into a sleeper and hit every button.

  2. 52 minutes ago, Valkuma said:

    Negative, the doctors job is already pointless if Chems is working and the fridge is stocked, or the sleepers are upgraded, or the cryotubes work. Anyone that can enter medbay or is let into medbay heals themself anyway.

     

    I disagree.  In my experience playing MD this is simply untrue. Not everyone has medical access to get into the fridge, and not everyone knows what every drug does, nor do people have medical scanners to determine exactly what is wrong with them and which drugs they need and how much. 

    But even if we agreed you're right, this only means it makes Chemistry pointless instead of MD, which is still a solid argument against it's implementation.

     

    52 minutes ago, Valkuma said:

    This is a fantastic idea really. Lets the doctors focus on getting better at surgery (now with the infection PR, surgery is even more labor intensive and annoying which has only made shadowlings and tspiders stronger than ever..)

    The changes didn't make surgery any more difficult.  The steps have not changed. You just have to inject 5u of Spacecillin into your patients after surgery more often than you had to before. That, and you have an actual excuse for yelling at people to get the hell out of your OR while you're doing surgery, which is nice.

    They certainly didn't buff any antags.  I'm not risking a shadowling getting lose or someone exploding with spiders in order to prevent a mild infection treatable with 5u on spaceacillin. I'm just going to do the surgery and then give them 5u of spaceacillin after. 

    We have 5 doctor slots (Plus the CMO who is basically an MD most of the time) and 2 ORs. It isn't realistic for surgery to be the major part of every doctor's job.

    I kind of feel this is getting off-topic though.  I will say in general I think medicine should be harder than it is, and therefore I'm pretty much against more magical solutions that anyone without medical training can use and have no downside.  Even if it's limited to two damage types. 

  3. The problem is once science starts making these you might as well tell all the Doctors to go to Cryo because their job is now pointless. At least with the ERT beams they are rare and not so easy to get your hands on.  If they are an R&D item, you could print 30 of them and give them to every department and close down Medbay. 

  4. Just now, shazbot194 said:

     

    If I'm not mistaken, if it is septic, doesn't that cause massive toxin damage, unless that stops when said organ is also dead, because if that is the case, it got even odder.

    Yup, the only thing that causes toxin damage from being septic is limbs, oddly enough. The main body parts do nothing beyond instant killing you at acute and spreading the infection.  Infected organs take organ damage at Acute and above, but do not do toxin damage. 

    Also, infections on limbs can never get to septic while attached, you have to let the limb decay while detached and then attach it for this to happen. Otherwise it stops at Acute, on the limb, though it will spread to other bodyparts.

    I could make a list of oddities, but I don't think I have the coding skill to fix them. 

  5. 6 minutes ago, shazbot194 said:

    I do agree that it is rare to see someone with a stupidly large amount of brain damage, but it is possible. 30u of meth can be lethal because it does so much brain damage, maybe not directly lethal, but debilitating enough to make easy kills. After all, 2 pre-heated donk pockets eaten at the same time can take a nukie out before any fighting.

    Did you happen to revive the person in some way, from what I hear/know, organ damage is very weird and is normally overlooked when it comes to health checks unless someone fixed it recently, like within the past month. This is how defibing someone lets them ignore things like dead lungs and hearts. 

    The person who died to brain damage? They could be revived but then died again instantly.  I zapped them again to reset the timer (took me a bit to figure out it was brain damage killing them), repaired the brain surgically, then revived them again and that worked.

    The only thing the game checks as far as organs go is raw damage.  If you damage an organ all the way so it 'dies' and then repair it surgically it will function perfectly. Also, heart damage does absolutely nothing beyond sending pain messages to the player.  A 60 damage dead septic heart works equally well as a healthy one, although if you remove the heart entirely the person dies really fast.

    There's a lot of really wierd stuff in the code when it comes to organs and such. 

  6. Just now, shazbot194 said:

    I was saying that there is a lot of brain damage dealt out, and methods other then beating can make it possible to kill someone with brain damage. I wasn't making a direct comparison between slime people and vox either, just saying that brain damage is a common problem and shouldn't be discounted  because its not taken advantage of yet.

     

     

    But if that damage is rarely fatal, and usually fixed up while the physical damage is fixed up, then it really isn't a big deal.  That's my point.  If a slime person comes in with a cracked skull and 30 brain damage and a human comes in with a cracked skull and 20 brain damage, the end result is exactly the same.  Taking more damage doesn't matter in and of itself.  It would only matter if it makes slime people easier to kill, and it really doesn't. 

    Interesting bit about the damage threshold.  I wonder if that's intentional or a bug?  If it is meant to be 200 damage for brain death then I can say pretty conclusively that would pretty much never happen in normal play.  Again, mitigating factors like intentionally ODing yourself with meth aside.  

  7. I did some experimenting (I already had my server up testing alien embryos) and found some pretty interesting results.  This was tested by laying the slimeperson on an operating table and beating them with a red toolbox.

    Near as I can tell, Slimecores don't take damage until the head and upper body take a certain amount of damage.  if you keep hitting the head eventually the damage transfers to the upper body, and then the slimecore starts getting damaged.  Slime core damage upon death varied greatly, anywhere from 30 to up to 100.  Once, I managed to get a test subject to 120 brain damage (which is when death occurs) and it was on the same swing where they hit 200 brute and died anyway. 

    It's hard to say anything conclusively because the results were so varied.  Sometimes it's 30 brain damage, sometimes it's 100. I'm really curious about how internal organ damage works now, but I don't have time to dive the code. 

    So, anyway, while it is probably possible for a Slime person to die of brain damage before brute damage would have killed another race, I can say it's fairly unlikely and almost always would have meant any other race in hard crit at least. 

    Repeating these test of humans 3-4 times, I got about 10-20 brain damage before death occurred. It's hard to put a number on how much extra damage slimes take since it varied wildly.

    (For the record too, it takes 45 seconds to regrow a limb, but limbs and hand/feet have to be  regrown separately, so that's 90 seconds total if you need a whole new limb)

    Cup of Chicken Soup contains 30 units of chicken soup.  The metabolic rate is 0.2 and it provides 2 nutriment per tick.  So that's 10 nutriment per unit, or 300 nutriment from a 30u cup. I wonder if it was supposed to be 2 nutriment per unit and this is a bug. 

     

    10 minutes ago, shazbot194 said:

    I would like to know where you have been because I have seen someone OD on meth, three times in one round, they needed more or less equal amounts of mannitol to prevent death. As well, mannitol is the one chem other then brute/burn fixes I know will be used every single round.

     

    What's the argument here? That Slime people are a worse race than Vox when you choose to OD yourself on meth? I don't understand how this is relevant to the comparison of mechanical power between Vox and Slimepeople.

  8. Let me clarify some points here:

    Slimes not leaving blood with DNA is an extreme edge case because it is extremely rare for someone to die and have the culprit caught due to DNA analysis on blood by a detective. It's rare a detective does any investigating at all, let alone catches a murderer via the victim's blood.

    Likewise, in months of playing Medical, I have seen someone have enough brain damage to die from it once, and that came along with enough physical trauma to also kill them anyway.  I think you'd have to actively try to create a situation where you die from brain damage before you die from physical damage.  Like, you'd need to hit someone in the head while repeatedly treating the brute damage it causes so they don't die.

    My point about SR was about post-revival care.  I was comparing the amount effort it requires to get from from dead to fully healthy.  You are comparing the amount of effort to get them from dead to alive.  These are two entirely different things.  

    As a doctor, you don't just shove SR down someone's throat and walk away.  You have to treat the rest of the damage, treat the genetic damage the SR causes, treat any broken bones, organ damage or missing limbs that resulted from what killed them, and then treat the various infections and dead limbs and organs they have from being dead if they've been dead awhile.  It's an involved process, and that process is a lot easier when dealing with a race that has no organs and can regenerate their own limbs. 

  9. 6 minutes ago, ChaserGrey said:

    Actually, a really good example of what you're talking about was the round I told the story of in "The Great Bluespace Crusade" over in the stories forum.  Vampires decided to go good and turn themselves in, potentially making the round boring.  So what did the admins do?  When the Chaplain started preaching for a crusade against the vamps, they declared via broadcast that there'd be no OOC consequences for joining the crusade.  That rolled with what the players were doing AND got the story started again, making more fun for everyone.

     

    Yea, I actually played during that round, and while it was good of the Admins to do that, we can't always rely on there being Admins available to make a round interesting.

  10. I think the biggest appeal for Paradise is what it says right in the description, that it tries to balance RP and Action. That balance isn't always perfect, but I have to say it's pretty good. The only other server I've seen that manages it as well as Paradise does is Colonial Marines, and it's probably not a co-incidence these are the two most popular SS13 servers. CM is obviously much different, but the general idea is the same, to keep the veneer of RP by not outright breaking the forth wall, but at the same time having the RP in the backdrop of an ongoing conflict, rather than the focus in and of itself. 

    And sure, the RP isn't always as good as we'd like sometimes.  That's fair. But, I remember watching a Texicus video where he remarked at being surprised that people were actually waiting in line at Cargo for him to make stuff in the Autolathe instead of just climbing over the counter immediately. We actually have a community where for the most part people do the job they are assigned and let other people do the other jobs.  It's very easy to take that for granted.

    So really, I think that should be the focus, try to keep that balance.  Make rounds interesting enough to not be boring, but at the same time keep that level of RP where people do their jobs and aren't breaking the 4th wall. Obviously better RP is better, but I don't see how that's obtainable without the Admins willing to enforce RP standards and that one is a big ol' can of worms.

    If there was anything I'd like to see improved on Paradise, it would be trying to help with the more boring rounds.  This is a combination of factors, but the biggest is that for most Antags and security, the optimal strategy is the one which is most boring for everyone. That combined with the rules against Antag hunting mean a lot of rounds feel like you are just sitting in your department waiting to find out if the Antags win. Meanwhile, rounds like Blob are really fun because everyone can get involved.

    For example, it should be easier for nukies to win when they declare war, not harder, because declaring war is far more fun for everyone involved and therefore should be encouraged. On the flip side, perhaps some incentive for security and command to not go Red 15 minutes into the shift and stay on red for the rest of the shift? Maybe vampires could actually be forced to Antag instead of declaring themselves friendly and deciding for the rest of us that the round type is now Extended?

    The design should reward interesting gameplay and punish boring gameplay, but in many cases it does the opposite. It's hard to make this be the case all of the time, but I think it could certainly be improved upon from the current situation. As is, I feel like you get punished for playing a logical and professional character instead of a raving lunatic who is willing to plunge into maintenance with cultists on the loose. 

    • Like 3
  11. 23 hours ago, adamkad1 said:

    This guy is damn right. Humans are universal, why would you handicap cyborgs if they can do only ONE role?

     

    Most humans only do one role.  Sure, the bartender is physically capable of setting up engine containment but if the bartender breaks into engineering to do that, you can bet the actual engineers are going to beat him to death with various tools before they let him anywhere near containment.  Likewise, if the Barber is in the OR trying to do heart surgery, the CMO is going to tell him to get the hell out before they call security.

    I know how to set up the engine and I've done it several times, but I've never ever had to do it as a doctor in a live game. Maybe one day we'll get a round with literally zero engineers and my time to shine will come, but it hasn't happened yet.

    There are very few situations where humans need to do multiple things. Maybe on smaller populations that happens more often but when you have 100+ people and every role filled, there isn't often any reason to do another department's job for them, and it's at best kind of rude to do so. 

  12. 20 hours ago, Dinarzad said:

    1: They regenerate limbs at TREMENDOUS cost to time and nutrition investment, and as far as I know, you can't really move or take action during that time or it's all for naught.
    2: They have no organs to take damage, but they still have a 'brain' which takes A metric ton more brain damage then usual.
    3: Water as blood is a double-edged sword, because you can slip on your own blood as easily as someone can slip on yours, as for it being "Unlimited" medical has a ton of blood bags and you can order more at cargo. In addition, because slimes don't leave "Blood" behind, there's not really anything for a detective to scan or anyone to notice if you were beaten to death somewhere and then moved. No blood trail and water dries up.
    This is in ADDITION to being unable to be cloned as well as taking far more cold damage.


    Slimes are not better then Vox.
    Vox meanwhile:
    Are immune to atmospherics, due to having their own brand of internals. They also catch a case of the deads if those masks are removed, but this process can take a looooooooong time.
    Can prance through space with few to no issues, without a spacesuit and due to roundstart and constant internals, means you can always run into the void where few people can follow you.
    Vox have fragile bird bones and their bones break easier then humans, taking in general 5% more brute damage. If this is the thing that is pushign them ;over the edge' I remind you Grey take *25%* more brute damage and their only perk is they can do brain talk.

    Vox don't need buffs in any aspect. Vox have plenty going for them and a pair of giant downsides against them in exchange for them.

     

    I can understand people who think Vox are stronger than Slimes, since as I said I think they are pretty close.  However, some of your arguments to reach that conclusion are things I disagree with. How much is "TREMENDOUS"?  How much is "A metric ton more'? Hyperbole isn't a legitimate argument.

    It takes something like 45-60 seconds to regenerate a limb.  It is highly unlikely you'll walk into Medbay and walk out with a new limb in less time than that. Nutritional cost doesn't matter when a single cup of chicken soup from a hot drinks vendor provides enough nutrition on it's own to last you an entire 2 hour shift. Limb regeneration is useful and powerful.

    Brain/Slimecore damage is never really an issue when Mannitol is 3 buttons to make and heals a massive 7.5 brain damage per 1 unit. If you were roughed up enough to get brain damage you probably need to go to Medbay anyway and a doctor will just pop a Mannitol pill in your mouth and that'll be that.

    Slipping on your own blood is a double-edged sword, sure, but probably more of an advantage overall. If you are fleeing while bleeding it's going to mess up your pursuers a lot more than it'll mess you up.  The detective not being able to analyse your blood is an extreme edge case, but it's just as much an advantage for antags as it is a disadvantage for victims. In reality though, it's probably never going to matter either way.

    Slime people take more cold damage, Vox take more brute damage.  I'd probably say that Vox's downside of 5% more brute is the worse of the two. Brute damage is incredibly common, cold damage is not. Yea, it sucks Grays have a 25% penalty, but that has nothing to do with how strong Vox versus Slime people are.

    Additionally, Slime people suffer from being unclonable a lot less than Vox do. There are no internal organs that can be lost or decayed, and missing limbs are no issue.  You can get a heavily damaged slime person back alive and well far more quickly and easily than you can a Vox.

    Now, Vox do have a massive advantage in not caring about Atmo, and I think the recent Atmo tests and atmo improvements have only made this advantage stronger.  I don't think someone who feels this advantage is better than everything slime people get is necessarily wrong for thinking that.

    Ultimately, I think both Slime people and Vox are mechanically powerful, and pretty close to eachother. It probably depends on your profession and the individual situation of the round.

    And I don't think either should be clonable, for the record. If anything, I'd like cloning to get nerfed somehow, but that's a separate discussion and doesn't really have anything to do with the races. 

    • Like 2
  13. 1 hour ago, scrubmcnoob said:

    What do slime people have that Vox don't?
     

    They can regenerate their own limbs, they have no organs and thus are immune to organ damage, and they use water as blood which is an unlimited resource via sinks and has no blood type compatibility issues.

    Personally, I think they're better than Vox.  It's not like internals are hard to come by, there are O2 closets everywhere.

    I like Vox not being clonable, though.  It's nice when I get to actually go to work on a badly injured patient and fix them rather than just throwing them in the cloner because it's faster.   

  14. On 3/12/2017 at 4:31 PM, adamkad1 said:

    well, good luck doing surgery while all doctors are braindead, literally or not

    Every job has the problem of not getting done when there is no one to do it. If there are no doctors, you have to deal with that, same as you'd have to deal with having no engineers or no security.  Yea, it's going to suck, but that's by design.  It's what makes jobs important and worth doing in the first place. 

  15. I'm not necessarily against this, but I just want to say that all you need to make unlimited vaccine is cure a single person (or monkey), then put a sample of their blood into the PANDEMIC and press a single button. It's never going to be hard to cure mass amounts of people with the current system.

     

    • Like 1
  16. I think an interesting way to do it would be more to make it so the fundamental chemicals are able to be produced in some way other than being generated magically via a machine.  I don't like the idea of just having another magical dispenser that gives you all the chems you want.  Make people scrounge for it and use materials at hand by creating a machine that can break down things into their composite elements.

    For example, if I want to make Mannitol without a chem master, I'd buy a bunch of breadtubes and extract the sugar, then I'd get water from a sink or water tank and use Electrolysis to separate the hydrogen from the water. Then, I'd mix that Hydrogen with Sugar, and Water to make Mannitol.  Or for sulfuric acid, I'd use the same method for water and hydrogen, and extract the sulfur from eggs. 

    I think it would be interesting to scourge around the station looking for the right materials that have the elements you need. If you need plasma for example, the best way to get it would be stealing a plasma tank, but that's not exactly going to be easy to steal, and it would lead to some 'interesting' RP if security finds your lab.

    Here's an idea of how you could get what you need for meth:

    Iodine - Extract from potatos 
    Phosphorus - Extract from many foods, primarily milk, cheese or wheat
    Hydrogen - Extra from water
    Nitrogen - Extract from the air, air tanks
    Ethanol - Extra from boose, or distill from fruits
    Sugar - Extract from most foods
    Welding fuel - Available in tanks
    Carbon - Extract from from metal

    I think it would also be cool to have a type of ghetto chem-master that can create less effective pills and patches, something like 80% pills and 40% patches.

    This would of course be a massive bitch to code, but yea, it would be cool. 

  17. On 9/23/2016 at 11:25 AM, FlattestGuitar said:

     

     

    A job that is centered around creating improved organs that medical or science can later put into people to make them better? Yes, please.

     

    Roboticsts already kinda do that with cybernetic implants.  They function identically to organs as far as the function of them is concerned.

  18. Maintenance drones are limited, but that's kind of the point.  They are something you can hop into at any time and completely disposable since even if you die you can respawn as a new drone instantly. 

    The only change to maintenance drones I'd make is make it so they can't be emagged. Instantly respawning ghost roles that can vent crawl into a room and kill someone is kind of silly. 

  19. Without special darkened glass that provides UV and IR protection a gas mask would only really protect you from sparks.  That's nice, but you'd still cook your own corneas looking at the light the welder gives off. 

  20. 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.

     

  21. 7 hours ago, tzo said:

    Genetics should be part of Science, and ONLY Science. Medical Doctors can handle cloning. Genetics is, and always has been, a job where people spend 95% of their time doing genetic research, and it is a farce to pretend otherwise. Having it split between two heads just means nobody looks in on what they're doing. They need clear accountability: which means having only ONE boss.

     

     

    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.

  22. 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. 

    • Like 1
  23. It absolutely makes sense ICly for SoP to be mandatory.  However, for the purposes of the server, it absolutely makes sense that it isn't.

    ICly, SoP was written by some NT executives sitting in a cozy office with the intention of being a set of rules to run a state of the art plasma research station on a daily basis. They didn't write SoP as the set of rules to follow during a Terror spider infestation, or while you have a rampaging AI trying to murder everyone.

    It's like your companies' dress code.  It isn't optional, but if the building was on fire no one from HR is going to stop you to give you shit for wearing jeans. And further to that, how many of you who work office jobs have read every single rule in the HR guidelines and your job title guidelines and follow all of them 100% of the time?  I'm willing to bet quite a few of us break company rules on a fairly regular basis and no one runs to HR to scream about it. I'm also willing to bet several of you are breaking company rules right now by being on the forums reading this.

    So this is why SoP is optional on the rules side.  If it wasn't, people would wield it like a bludgeon in stupid ways.  For example, it's an SoP violation for MDs not to keep Medbay in a hygienic state, but if it's an eventful round that just isn't going to happen.  But, do you really want doctors being harassed about that when the cloner is backed up and people need Xeno embryos removed? 

    • Like 1
  24. 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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