Jump to content

Varlun

Members
  • Posts

    61
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by Varlun

  1. 22 minutes ago, Mitchs98 said:

    -Snip-

    I'm quite certain I've defibbed people that have been dead past 2 minutes. I usually examine corpses first to check the time of death. So I'm not willing to give up on that statistic yet.

    I disagree with you on cloning. It's not a last resort. If this were a more roleplay heavy server, then sure, you might have a case. And this server used to be that way. But it isn't anymore. From a purely mechanical standpoint- especially when the cloner has been upgraded- cloning is simply a much easier and FASTER solution to people that are badly damaged.

    I never said "Let them die and clone them." and I've never done that myself. Regardless of how bad they are, if they're alive, I try to keep them that way. But if they're severely busted up and they croak, I'll go ahead and drag them to the cloner instead of fighting the fight because I know they'd end up in surgery for at least several minutes, when it only takes about a minute to clone.

    It's just biomass. There's always plenty. And the cloning process is handled by machine, no labor required, whereas surgery obviously requires a surgeon.

    The surgery thing is mostly my personal preference, and my recommendation is what it is partially because it'll make it easier for people to get into medical. A lot of people are intimidated by surgery. Your message is exactly the opposite of what my guide is intended to send.

  2. Currently we only have 1 for any single chemical we want, a couple more would be amazing! And a couple more syringes potentially as well, just to avoid the hassle of having to empty one to get a different chemical. But yeah multiple beakers would be great, even if they were small. One for mannitol, one for oculine...

    Please!

  3. Hello! So, there's already a couple other good more in depth Medical guides out there, however for new players this really amounts to information overload. My intention with this guide is to just go over the essentials. If you can get this stuff down, you'll get by just fine in Medical.

    In my experience, what medical needs most isn't someone that knows everything, rather it just needs someone that can handle the chaos when chaos shows up. When you have a ton of patients coming in all at once and not enough doctors to treat them all, things can get pretty overwhelming.

    This is why I chose my cyborg name as Triage Unit, because my focus is mostly on sorting the dead or critical. Once those are handled, then I'll worry about further treatment. But in general, by that point, any of the other medical staff can handle it.

    So without further ado, let's get into it!

    ---

    CHEMICALS

    ---

    Let's start simple, with chemicals. I'm only going to cover the most basic and common chemicals. Like what the sleepers have, or the cyborg's hypospray, etc. I'm also not going to overwhelm you with specific healing per tick numbers and yada yada. You just need to know what they do and that's good enough.

    Charcoal - For toxin damage. No overdose point. Sleepers and cyborg hypospray have this.

    Saline glucose - Slowly heals burn and brute and helps regenerate blood. No overdose point. Sleepers and hypospray have this.

    Salbutamol - For suffocation. Not as fast as Epinephrine, but no overdose point. Sleepers have it.

    Epinephrine - Quickly heals suffocation. Cyborg hyposprays have it. While the sleepers don't have it, it's easy to get ahold of. EpiPens have it

    Mannitol - For brain damage. The medical vending machines have it. When people are cloned from an unupgraded cloner, they'll need one of these pills.

    Oculine - For eye damage. Vending machines.

    Strange Reagent - This is the revival drug. For newcomers to medical, I would avoid this entirely. It's only to be used in rare situations and it's not great because it does a lot of damage.

    That's all you need to know about chemicals to get by!

    ---

    REVIVING

    ---

    Sorting the dead is the first priority. This is probably the most complex part about medical, because there's many many ways people can be dead and many different things that can prevent people from being revived. Whether they ghosted, have been dead too long, have too much damage, closed the game, have too much brain damage...

    A corpse can be revived if it's been dead less than 5 minutes and has less than 180 total burn/brute damage.

    So the first thing you want to do is go ahead and scan them to check their damage. If burn/brute combined is over 180, heal them a bit to get below this point. Then attempt to use the defibrillator.

    There's 3 different FAILED revival messages you can get:

    Resuscitation failed - Severe tissue damage detected: This is from having more than 180 damage.

    Resuscitation failed - Heart tissue damage beyond point of no return for defibrillation: Been dead too long.

    Resuscitation failed: They're not revivable. Examine them (not with scanner, normal examine) to see if they committed suicide, or if they're catatonic (they ghosted).

    One neat trick that's good to do, if you want to be 100% sure whether you should be done with a corpse or not, throw them in a morgue slab real quick. Cyborgs will need someone with hands to help with this. The lights on the slab will tell you if they have a soul. Green or purple means they do, red means no. So you can forget about red, but otherwise you should seek further help. THE LIGHTS ONLY UPDATE WHEN THE SLAB IS CLOSED! You can either just hand them off or attempt to learn what's wrong and why you can't revive them. For 95% of cases though, you can get by without knowing that much!

    ---

    CLONING

    ---

    If all else fails, it's time to consider cloning. Vox and slime can't be cloned, and there's a couple other things that can prevent cloning.

    If you scan someone and see they are SUPER messed up, like everything is broken and 500+ damage and other nonsense... just clone them. There's no sense in having them stuck in surgery for an hour. Don't think of cloning as a last resort.

    So, when someone is placed in the cloning scanner, they get a popup (like terror spiders or w/e) to re-enter their body. If they're not in their body at the time of pressing scan, you get the "Mental interface error". So with autoprocessing turned off, it's important to try a few times to scan. Give them a chance to re-enter their body. It's still not a huge deal because if nothing else the Coroner SHOULD notice the purple/green light. I'd still go ahead and check yourself just to be sure, but take them back out. The Coroner will get mad if you just throw bodies into slabs and leave them.

    If autoprocessing is turned on, it will be constantly trying to re-scan, so just leave them in the scanner for a few seconds.

    If you want to be really productive when nothing else is going on, a great thing to do is to bring people in for clone pre-scanning. Use the crew manifest and your PDA (or equivalent as cyborg) and try to get all of Command, Medical, Research, Engineering, Security and Supply to come in. Myself, I usually just message the department heads and request that they tell their entire department at once to come in if they want. It's probably a good idea to target the miners FIRST, before they initially leave, in case the worst happens!

    ---

    CARDIAC ARREST

    ---

    I wanted to make a note here regarding cardiac arrest. When you scan someone with your health scanner that's in critical, it could tell you that they're in cardiac arrest. It's important to pay attention to what the cure is. There's 3 different cures. Epinephrine, saline glucose, and shock. If it's shock, you use a defibrillator. Cyborgs have a handheld defibrillator that's more handy for specifically this purpose. The more critical someone is, the more likely they'll go into various forms of cardiac arrest (Yes, they can get all 3 at once). So as general practice I like to go ahead and give them 20u of Epinephrine and Saline Glucose, then have my defib handy as I continue to scan them and monitor their health. A lot of times people will die during this process, because it takes a minute for it to be cured. No big deal, just defib them.

    ---

    SURGERY

    ---

    I recommend avoiding surgery. While necessary, it's a time consuming and sorta complicated process. I simply don't enjoy doing it myself so I refuse to do it. Remember how I mentioned that what medical needs isn't someone that knows everything, but someone that can essentially work triage when stuff starts hitting the fan?

    So, if you've healed up your patient but when you scan them it says they have fractures or broken bones or internal damage etc, take them to the chairs by surgery and call for a surgeon to that OR (left is OR1, right is OR2).

    In general you will be able to hand off people for surgery to other doctors. They need something to do after all, no sense in trying to do EVERYTHING yourself. And again, it's very time consuming, and while you're stuck in surgery there's potentially other critical or dead patients arriving in medbay that require far more immediate attention.

    ---

    SUIT SENSORS

    ---

    The lifeblood of medical, especially cyborgs (ESPECIALLY if you have multiple monitors!). I like to encourage all medical staff to check the suit sensors of patients themselves during treatment. If they REALLY don't want them maxed for whatever reason, they can turn them back down again after they leave. Drag their sprite onto yours, at the bottom you can toggle their sensors.

    Immediately after cloning someone, go ahead and scan them again! If they're part of the aforementioned departments. Don't pre-scan civilians or other people of less consequence.

    Pre-scanning is a very involved and time consuming thing to do but, can be very effective. It could surely result in antags deciding to blow up cloning, that's how you know you did a good job. 😛

    One trick I like to do as cyborg, while I'm pre-scanning, I'll block them with my body on harm intent in the scanner so I can have time to toggle their sensors. Few people complain about this.

    Don't forget to handle suit sensors of the dead! Always toggle them off when putting them into the morgue! And if they're being cloned, AGAIN, go ahead and max them on their corpse before stripping them for the new body.

    ---

    That's about it, I'm sure I'll end up adding a little bit to this here and there, as I wrote all this off the top of my head. But that's most of it! Please leave a comment and let me know what you think!

    • Like 3
    • Thanks 2
  4. Or just make it a separate option entirely. I often observe a round initially before becoming a cyborg. And I don't want to be spoiled as to what the antags are, it actually happens a lot that I'll see some antag communication in chat. Even with ghost radio disabled, it'll happen a lot. For some reason.

    • Like 2
  5. You know, I really feel like people should embrace this procedure. This is supposed to be a medium rp server after all, and people should be excited to roleplay the helpless citizen or whatever during a code red scenario. People aren't just locked in their departments with nothing to do. You can talk with your co-workers about what's going on. You can continue to try to do your job if possible. But code red is code red yo, it should be serious. People should be afraid for their lives. They shouldn't WANT to go wandering the halls. I don't understand why so many want to fight this rule.

  6. Yeah. That doesn't happen when I'm Captain though. I'm actually starting to really enjoy playing Captain, since now I have something to be proactive about. Though to be fair all this stuff is REALLY what a Head of Security should do, perhaps... but a Head of Security has a LOT MORE to worry about than just these specific things, and these things are what I'm wanting to focus on. Plus I'd hate to play a HoS then have some Captain go against me.

  7. I like your idea of the checkpoints. My main concern would be staffing them. If you go with only one officer each, that puts 2 officers at risk being by themselves. And if you go with 2 then that's 4 officers tied up which in most cases is half the security force. But I think checkpoints would be a good fallback thing to do when there isn't something else to actively respond to. If there were enough officers they could also be used to block the entrances to the departments. You know, a checkpoint at the bar/medical would serve to cover bar, medical, science, and also serve as a hallway checkpoint, it's 4 birds with 1 stone. You could use 2 officers to do it. Then have another right there where the aft hallway connects to the central hallway. 2 officers for that. That's 4 total officers and it locks down the ENTIRE hallway. Forcing people to line up to get through, I like it. I'll be trying it in my next run.

  8. I think it adds to the "feel" of it being code red. Code red should be a big deal you know. It doesn't mean you can just carry on business as usual. The hallways need to be damn near empty except for security or emergency responders (medics or engineers that are directly responding to something). Assuming no further incidents take place beyond the initial one that gets code red called, this gives security 15 minutes to breathe and get a handle on things. I think this law can be taken to the extreme so long as we're also aggressively using the 15 minute rule. Because I agree it's a bit unreasonable to shut the entire station down for almost the entire shift. Alert status should be fluctuating frequently.

  9. https://nanotrasen.se/wiki/index.php/Standard_Operating_Procedure#Code_Red

    "All personnel are to remain inside their Departments for the duration of Code Red, unless specifically requested by Security and/or Command"

    This is a law that I had never seen enforced, for as long as I've been playing SS13 off and on (a few years). I decided to try it out myself last night, playing as "Triage Unit", a security borg. Once code red hit I announced the law over comms. I then began patrolling the hallways and escorting people back to their departments or the bar. It didn't take very long before the hallways were pretty darn clear, except for security and command staff. There was a huge party in the bar, about 70% of the server was there.

    It worked really well. I don't think I need to get into the nitty gritty of why and how this helps security and hinders antags. I ran across one myself when I attempted to stop someone that didn't have an ID. This went on for about an hour until an admin decided to "temporarily change" the SOP. Instantly the station was flooded with people again.

    What I want to discuss here is what you guys think of this law. Should it be removed? Do you like or dislike it? Do you think it should be practiced more regularly?

    I think that at least as an experiment, it should be tried for a while longer. I do understand that from a player perspective it can get a little boring in the bar, or even in your own department I guess. But you can imagine how this sort of thing would hinder a cult, which from my experience wins more often than not? I certainly don't want to make the game not fun for people. I think that if handled correctly this could be an enjoyable part of the round.

    One thing in particular I wish to point out, that wasn't really followed perhaps, was that:

    "Confirmed Code Red threats have been properly handled or subsided on their own. It is recommended that, after 15+ minutes on Code Red without any hostile activity, Code Blue be called"

    If this had been followed, then indeed people wouldn't have been stuck in the bar the entire time. But I think if the station can get in the routine of doing this on code red, it could be fun and it'd enormously help security. Anyone outside of their designated area is immediately a potential suspect, they are stopped and searched and dealt with (usually escorted to where they need to be). It removes the clutter. It protects the civilians. I really want to do more with this law.

    Thanks for reading, please post your thoughts.

  10. 10 minutes ago, TullyBBurnalot said:

    Or perhaps you simply don't like it. It's fine to admit this, everyone has their own tastes in video games; however, painting an intentional design decision as "wrong" because you don't like it isn't exactly the best way to go about having a civil conversation.

    Woah, woah, woah. And now you're attacking him. Accusing him of being uncivil. Sure, he has a direct way of speaking, just like I do, but that doesn't mean he's being uncivil. I'm sure what he means is that your decision is "potentially" wrong. It can be difficult for us to come up with examples concrete enough to actually convince you, which is why we like to refer to the fact that most people involved in these conversations seem to be leaning toward- again, for Medical borgs specifically- giving them a few pick-me-ups. They feel a little too limited. I again point to the numerous threads I linked. Those are some very simple things, and if all of those were done I personally would be extremely happy with where Medical borgs stand. It's not like they're drastic changes. This wouldn't even require a shift in your design policy. At least as far as my suggestions are concerned. And I don't recall anyone else making suggestions that would require this change either (for example giving them hands)- and even if there are, I would say THOSE people are in the minority. But you don't care about majority/minority, do you?

    This whole conversation feels pointless. Every time we try to make even a simple suggestion, it seems like you rebound back to "working as intended" and don't want to change anything. And this gets turned into a whole philsophical debate about whether medical borgs should be more powerful or not, when all we wanted was just simple little quality of life improvements or very small improvements- again, like the threads I linked.

  11. 3 minutes ago, Twinmold said:

    -Snip-

    I don't think many people are actually pushing for hands or radical increases like that. I am mostly fine with current Borg functionality. I just wish that functionality was -better-. I don't think Medical borgs should be able to do every part of medical, but as for the parts they ALREADY do, I wish they could do that BETTER. I reference you to the threads I just linked as good examples.

  12. Since I think it's relevant to this thread, I'm going to take this opportunity to link to those threads I mentioned. I'm not necessarily trying to argue that medical borgs should be way more powerful or given drastically better functionality (I'm definitely not an advocate for hands). These are some really simple suggestions that for the most part are quality of life.

     

  13. 1 minute ago, EvadableMoxie said:

    -Snip-

    I understand what you're saying. However, for one thing, from what I've seen it's somewhat rare to have more than 1 or especially 2 medical borgs. When I play medical borg myself (which is always), it's very very rare for there to be a second medical borg. And as far as myself is concerned, I operate as an emergency response unit. I only worry about the most critical of situations. Literally people in crit, or people who have died, or people suddenly accumulating damage on the crew monitor at the far end of the station. Most of the time I sit in the medical lobby, waiting for things to happen. But the point I'm trying to make is, that if there is another doctor around who is able to tend to someone, I let them. I don't purposefully try to occupy myself- just the opposite. I don't need to be tied up with someone who could otherwise be taken care of by another doctor, when something else goes wrong that could need my attention. If I'm busy in the rest of medbay, I won't be there to respond to the dead/critical people brought in through the lobby. So I am a fallback. I'm not saying that's how all medical borgs operate, but it's what I do. And again I'm talking about medical borgs specifically.

    All that being said, I do understand that if medical borgs (and borgs in general) were improved to the point where suddenly a bunch of people want to play them, then sure, this could be a concern. But for another thing, the job slots do not automatically adjust as the round goes on. Paradise is a really popular server, and the job slots will be the same if there's 20 people playing or 80. They have to be manually changed by the HOP. I'm gonna guess that basically doesn't happen. So if anything you should be thanking Borgs for assisting with needed roles, as opposed to having more graytide.

  14. 4 minutes ago, EvadableMoxie said:

    -Snip-

    Your post is completely self-contradictory. The fact that Borgs DON'T take up job slots, means they literally don't "take anyone's jobs". If they DID take up job slots, THEY WOULD LITERALLY PREVENT OTHER PEOPLE FROM TAKING THOSE JOBS. So, while I agree with you on the arbitrary restrictions, your idea of making them take up job slots is absurd, and in fact directly goes against what you yourself want. The mentality of "They took our jobs" is in fact very, very wrong. Borgs are just there. They're not stopping the humans from being there too. Also, as far as IPCs, they are literally just metal humans. They don't have any different functionality- they're not borgs. That's why people have no problem with them.

  15. 2 hours ago, Agent_Che said:

    The policy being followed here directly violates principle of equivalent exchange.

    I agree. Tully claims Cyborgs are supposed to be side-grades, but all in all- at least in terms of the mediborg- they feel very underpowered compared to their human counterparts. They feel like a downgrade. And I'm not even talking about the lack of free will, etc. I mean just talking about the amount of tools on hand. The infinite chemicals and defib is really nice, sure, and I'm not saying medborgs need to be THAT much more powerful (I've made several threads regarding things that I think should change), but I think the basic design philosophy needs to change so that Cyborgs are expected to be better at their specific jobs than their human counterparts. Humans are flexible. Borgs are not. Humans are jacks of all trades, masters of none. BORGS SHOULD BE THE MASTERS.

  16. 1 minute ago, Spacemanspark said:

    Why should they be equal? Sure, they'll fall short in some areas, but they dominate other aspects of their jobs. That's the point. They're meant to do their job, but not completely take over their human counterparts.

    This guy gets it.

  17. I actually disagree with it being any kind of audible notification. At least for medical borg specifically, dings would be happening CONSTANTLY. It would get pretty annoying. I would prefer a text notification. A UI element would be nice, but I know that's asking for a bit much. Just a simple line of text "Charcoal fully synthesized." "Epinephrine fully synthesized." "Advanced burn kit fully restocked." "Nanite paste fully restocked."

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use