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Regular Joe

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Everything posted by Regular Joe

  1. Hope he won’t haunt you. Well that is for my 1337 gimp skills, as I actually drew that one night with pencil, then tried to give him some colors digitally. He’s rather gothic on second look, could try later on to make it less... yeah.
  2. I knew something's wrong down there when I late joined and saw that on lobby screen.
  3. Sketched my spaceman and edited this a bit.
  4. The cloning getting used too much -thing was something that was feared to happen with the newcrit - at least in this topic - so yeah that is not so now. Regarding to that, in the new issue of newcrit that seems no more of concern, since there is reviving defibs again and also more ways to counter the shock - for what I've lurked the github. Concerning experience, just saying on my behalf, since I'm not that nerd, yet being the noob writing in this company, that I wrote around for pure interest on the topic, not thinking of being the one who knows how to make roosters lay eggs (a Finnish proverb) ie tell anyone how to run medbay, or a hennery.
  5. So it is xenos, sec already dead and they say you're all doomed? Overrun the enemy with no weapons other than your nifty viromancer skills - and a bottle of space cleaner! Engineer your biological weapon to contain Necrotizing Fasciis, VEA and a couple of your favourite boost symptoms. Make sure the delivery method is blood only. Then take your virology cleaner bottle, empty it. Do enough culture bottles to fill the cleaner with the veapon virus. Take and wear the biosuit to avoid facehuggers and head to the battle. There, just spray the blood on xenos to infect. Med HUD will show you when they got it. HUD nor the scanner won't tell you their actual health. Scanner can't tell if they were infected, too, but obviously you aren't scanning them. Depending on the stats of your virus, at least with the necrotizing fasciis the xenos will die in couple of minutes. It takes more time compared to your test animals, but that will happen. Since xenos have no means to cure themselves of the virus, those who you are able to infect are doomed. The weakness of this strategy is of course the question whether you are able to flee the xenos while spraying them. Oddly enough, syringe gun loaded with a payload syringe won't deliver the infection so the spray seems to be the best way to do it. (Don't try to persuade the being to take your "healing virus" via injection). Tested this locally so should be valid! Some other facts on space biological warfare: The space cleaner with blood will infect you if you hit the spray yourself. Blood on the floor is not contagious. You could use other spray cans to fill them with your virus and hand them out to the crew, if the command dares and actually will believe your claims about fighting them biologically. However the other cans will only hit the tile you click in, as it is with other reagents too. Too bad you can't infect abductors, spiders, terror spiders, shadowlings or devils, demons and such. I did not test whether xenos will get infected via the other means, that is contact and airborne - in theory, if you had already released healing viruses to the crew that way preventing them to get infected, you could engage in even more total biological warfare by playing with the airborne delivery. If the maximum amount of advanced viruses will again be more than one per mob, there could be even more possibilities to engineer the weapon virus. Currently I think the fasciis will be sufficient as a payload symtom, as we might prefer the other symptoms to boost the overall stats, that way making fasciis, which is already bad, really deadly - speaking of virus against xenos. Bio resistance counters to blood sprays, as well as the other delivery methods, so sadly you couldn't infect a nuke agent. I've had to try it before realizing that nukiesuits have 100 bio resistance.
  6. So the five man squad arrives, and three of them gets instantly killed by lighting during fighting xenos near vault.
  7. Station is destroyed by nuclear blast! One lonely perma prisoner survives digging iron at gulag, with having the oftiser as only companion. Together they mine to the sundown, now that’s blues isn’t it.
  8. The one guy in the grey jumpsuit keeps yelling shitcurity noraisins!!! even after the batons, flashes and disablers of two redshirts.
  9. Even more noir! If only realized to check the bartender's backroom... I enjoy the cluster fun of being security and HoS. The clauzewitzian fog of war there is to act against is quite something that I've never met in other games.
  10. Yeah, I missed the brain at the original scene, thought that the arresting officer searched him and didn’t actually notice when he disappeared from there due some comms mess, my bad. That officer didn’t say anything on the case later, apparently didn’t search Shame on the spot or I don’t know. I then lacked the final evidence on the murder, even if everything said that Shane was the culprit. Implanted and kept in touch, then. Shane apparently forced the victim him to play russian roulette - without the chance to win... - if it was true what he said before the end. We were at the spot quite in time, but then the brain slipped through us. I had fun time grilling him the whereabouts of the brain or anything I could deem as the smoking gun, and him vice versa. That was most of a noir scene for me for a while, for all the stuff involved, you, victim’s PDA messages, Shane both gambling and denying everything... neat. Too bad for the victim since his brain end up floating somewhere in space.
  11. An agent finally caught himself sufficiently enough, by outright attacking me. After a long, long game of hide and seek talks, with evidence 99% worth to jail him from my side, and offers of gambling with a prize of information about a lost person from his side, I was only waiting for it. Yet I was surprised to find him at brig along with three officers batoning him next to a broken mech he had stolen, or by his own words being turning it back in. When I even then resumed it with talking, by his request and the fact that the situation was - inobviously - unclear, he finally decided to end it. And failed it. Execution room. He demands me to personally perform execution by the firing squad, after having whispered me his final words. "Some of us do not have the choice. Remember that when you do these." Shane O'Brien, I am sorry that I couldn't answer your final words, since my breath was busy on gasping the air due your hut-hut CQC tricks. See you in the byond.
  12. 15 minutes for Grin the clown, bridge tresspass once again
  13. So I took some doctor, chemist and CMO shifts during the test merge, my impressions to go: Medbay side - If an injured hit the medbay before falling death, the treatment is easy. A quick triage - is the heart ok and running, what kind of damage there are, what should I do first on - then chems, patches or defib first depending of the need. Concerning the mechanics from the medbay side, death seem to happen - as also provided in Evadable's previous tests - by the random chance, which becomes more probable the greater the total damage is. Respiration damage accumulates at tremendous rate if the cardiac arrest kicks in, but defibbing and giving epi+atropine also tremendously heals it. Brain damage should, according to the newcrit guide, count more into the possibility of dying. I had the impression that brain damage usually won't get high enough to be the main cause for the death. The time window of living after critically injured, that is some 1:30...2 minutes now, might be too short for it to actually happen. From the medbay side, the system works and is quite fun to play - if they arrive there living. As said, this is too short when the only option to cope with the dead are cloning and SR'ing. Antag side Since I very rarely roll antag and didn't do that during the merge, I've got nothing to say here on my own - but what was observed and mentioned above, the test merge broke up antag side things. The crit mechanism, due taking care of needs the specific chems or even a defib, it makes things very hard for cult, changelings, vamps, wizards and nukeops, if they are in the receiving end. Also their violent actions get complicated, since the time window of living after being hit hard is the rough minute and half. Specially terrors have a need to instakill their downed victims, as mentioned. These problems seem unintended. Alternatives With the tested revision, the antag side problems are more or less breaking their game. Concerning the medbay, newcrit is more or less fine IF they arrive alive, but the possibility for that actually happening is too short now. The newcrit stuff is aiming to make more immersion into getting hurt really bad, that way endorsing more RP, right? The current system isn't that realistic or complicated, true that. But the ingame realism is indeed a certain dilemma. Realism has to be traded for gameplay. At the cloning and reliability thread there was a neat discussion concerning that topic. SS13 is a kind of scifi fantasy world that mimics the reality (whatever it is) and known scifi and fantasy phenomenae. Well this we all do know, but considering the oldcrit it should be remembered, too, as well as considering the alternatives for changing it. So I'd say there are three ways to continue on; either staying with the old system, either having a compromise with the old and the new system, with the already-existing tricks from the both systems either overhaul the newcrit even more. If the intent is to implent the newcrit without compromises, I'm afraid that quite a lot of work is needed to deal with the observed issues. The timespan of crit should be extended from it was during the test, for the sake of medbay being able to cope with the critically injured patients. But in the meanwhile, antags definitely need the possibility to kill someone instantly. The way I'd see this to be coped, if no compromises are the way to go, is not only about further altering the crit and dying mechanisms, but altering the very mechanisms of damage aswell. So I would call it an overhaul. For I don't speak BYOND, I've got no idea of what would it take, it seems like a huge work anyway. Since I felt the urge to nerd (pro writing some school stuff...), I'll have here an idea of overhauling, some irl background for it, followed by an obviously more reasonable suggestion of an in-between solution (which is not my own, but from Norwest’s long post, from the other thread). Consider what said on realism with this input - not going to say these things should be implemented, or even are in the range of sane or possible for that at all. I'm writing them for the cause of providing some irl data and so possible ideas of mimicing that in spess. Overhauling newcrit: some nerdy irl backround on the results of violence The hazards of the spessmen could be somewhat-relevantly reflected to actual hazards of a battlefield. Rough cases at cyberiad are more often than not caused by excess violence, namely projectiles, sharp melee, fires, explosives and the beloved fastmos blunt; that is the common ground there. Talking about battlefield casualties, they are divided to few categories: instantly fatal, acute, urgent, priority and routine patients. Out of these categories, acute and urgent cases form the medevac category A, while priority and routine patients are B and C respectively. A-class patients are to be in a hospital (which is, battalion- or 2nd level in the field) within 2 hours; B and C cases in 4 and 24 hours. The times are irrelevant considering the game stuff, but you'll get a picture of which kind of injuries those might be from the evac time required. Now, in a rough example, casualties in a present-day battlefield. The following figures are most probably from IDF, EF and ISAF experiences. Just to note, the irl medical side isn't my actual military profession at all, but they've been hammering the basics of that in my head long enough. So, some 5-8 per cent of the casualties are instantly fatal or acutely will become fatal; meaning that even if they could be evacuated succesfully as A-class patients, they will die almost certainly. Culprits to these are catasthrophic or traumatic brain and heart injuries (ie. a shrapnel or a bullet in the brain or the heart), dismemberment (which we know as gibbing, caused by more or less direct HE hits), neck hits (shrapnels or roadside accidents) and, in a minority, catasthropic stomach or chest hits (that is, really violent projectile hits). These all mean that the victim had really bad luck, if they were not a victim to violence dedicated specially to them, ie. if they weren't a subject to a murder. The rest 90 percent of casualties would survive, or are survivable. Lately it has also been so, that survivable patients do survive. Reason is obviously the fact that the present western combat experience is from various low intensity guerilla conflicts, where evacuating and first aid could be done more or less freely. The ranges of engaging being anything over 150m - for what I've read, they are usually much beyond that - there is a relative safety to perform a field or "first first-aid" and then move to the actual safety, again more or less uninterrupted. Intense combat would dramatically lower the amount of survivors of initially survivable injuries, since either the field first-aid or the evacuation procedure is certainly interrupted. Anyway, a wide range of injuries, both in type and seriousness, form the group of casualties that survive. In conjunction with the evac A-B-C system, we use the so called cABC to determine the type and seriousness of the injuries. It is dubbed for critical hemorrhage, Airways, Breathing, Circulation. The cABC thing is done to anyone who gets hurt, scratch the obvious instant fatalites. In practice, it is just a rinse-repeat mechanical trick of checking certain things out of a wounded person. Moreover - again scratching the instant or acute cases - all of the injuries who fall in the categories of cABC can be first-aided effectively. I'll explain these briefly. Critical bloodloss happens with most projectile and-or shrapnel hits. These are the most frequent wounds in a battlefield. The c-wounds are mostly situated to arms or legs. Critical hemorrhage can kill in a timespan of some 20 seconds to couple of minutes, depending on which vein where is hit. Thankfully the c-wounds are also the most easy and quick ones to first-aid. Leg or arm case, apply tourniquet, else, apply pressure (emergency) bandage and-or hemostat bandage. That's it if the wound isn't a grossly huge one in chest or groin. Then it would be called a "catastrophic stomach/chest" hit and is an acute case. "Acute case" - notice the logic! Acute case actually means a case that we are unable to effectively first-aid, and those are in all circumstancies a small minority. Airways are the case if a minor internal bleeding from a projectile trauma happen to block your breathing, and are first-aided by setting the person lying on the ground in a certain posture. Breathing and Circulation are the problem if there is a gone-in in the chest or a general shock happening. First-aid to these are, in the case of a shock, CPR, securing the body temperature and possibly using stimulants (though my training doesn't cover the lattest). Shock in the context of violent injuries is, by the way, a symptom of suffered hemorrhage, most often. The second possible reason for that is a gone-in (not gone-through) in the chest, which creates a pressure of air and blood that can't escape to the lungs. It is first aided by chest punctuation, a violent act of making there a space for air to get off the lungs. Third one is a sub-conscious phenomenon, which happens if it happens due the entirety of symptoms. Sidenote to newcrit cardiac failures, no violent damage directly result to any cardiac failures (scratch the obvious direct hit to heart, though). Shock, failure and arrest are all outcomes of the actual cause of death. That is, in the context of violent injuries, most likely hemorrhage, specially if it was not first-aided in time. I don't know how actual burn or brute, in the meaning of blunt damage, leads to death.I guess burns lead to septicism in the long run, and in case of violent burns, to death of heart tissue by temperature, if not preceded by inhalation of toxic smoke gases. For pure blunt I guess massive internal hemorrhage. Speaking of "first-aid" in common, the first aid I mean hereby is something that any soldier with a basic rinse-repeat mechanical training can do. The only thing that matter there is speed. Moreover, atleast in my experience every deployed soldier has all the tools to do the tricks. For the obvious reasons, the kits are issued so that you carry the one for yourself, for if you had it the helper will use your kit on you. However everyone should be able to do the most things. Advanced care is done by more-or-less professionals, and getting there usually needs fair amount of evacuation. Reflecting this to spess, Cyberiad is no military station. The IC spessmen of course expect their shifts to be peaceful and productive in first hand, but they have some IC anticipation of possible hostiles too, enough for it to feel reasonable that crew is issued a basic first aid kit. TL;DR, first aid is the king in the vast majority of cases, if you apply it quickly enough. - - Overhauling, an idea Considering the previous, we of course are not into turning ss13 into a military medical trauma simulator. So we want to mimic reality for the sake of immersion, RP and gameplay. My quick throw into that direction would be that, in short a) make the type of violence matter more b) as a counter, make first aid great again Now the main newcrit reason of dying is the shock. It causes cardiac failures, which in turn generate respiration damage making the random chance of death big enough with accumulating total damage. This is indeed more complex than oldcrit threshold of death, no matter what type of damage it was. Still the damage type doesn't matter much. If I cure the underlying condition, which now is solely the shock, and then cure the damagepoints, the patient will be fine in no time. a) Make the type of violence matter more? Mimicing the irl things would be the thing here. Namely, make there a few ways to instantly kill a person. I don't know how to code-engineer these, though, but I have two ideas. 1. Threshold of damage in certain (short) amount of time. I'd imagine that it could be possible to create a threshold of damage in certain short period of time that results into instant death. Damagepoints refer to the severity, right? Mimicing irl, giving someone really grue violence would lead to their instadeath, and the threshold in a period of ticks is the actual meter of the violence. So if I fire like three shots of .357 to a chest in a row, it would be enough to drop the poor victim dead instantly. That would mimic "catashtropic chest/groin." This threshold would make it possible for antags to rapidly kill their victims when they have the possibility to concentrate on their victim. Talk about spiders or the classic maint murder. 2. Hemorrhage. Otherwise, hemorrhage would be the main reason for death, as it certainly is the reason for deaths caused by violence, in nearly all forms. To achieve that in-game, the threshold of dying by bloodloss should be higher in general. Currently, going under 20 percent of blood will instantly kill you - which practically happens only with rampant vampires. If I remember right, the fatal bloodloss would be losing 40% of it in rapid. So ingame goung below some 50-60% would instantly kill you. The shock with the cardiac failures, as present, would stay as a symtom of hemorrhage AND suffered but first-aided hemorrhage. but the lethality of shock should be greatly nerfed. Make it a thing that will kill you if left unattended for a time. Or - even more realism! - remove the threshold of dying due the blood level, and fix the RNG of entering shock to the amount of blood, instead of amount of damage points.Or - even more mimicing realism! - first, dramatically increase the respiration damage that bloodloss causes. Second, make the chance to acquire shock mainly dependant to the respiration damage. So if that will not be first-aided, losing of some 40-50% blood, which would happen really quick, would lead to a 100% chance of acquiring instant cardiac arrest and due that, death. As stated next toxin and burn points should perceive the link to shock, but their significance in acquiring should be nerfed. Actually, either of these might be my best idea hereby, but I can't decide which is the better one. Honk. Maybe the latter. Going through some damage types next. Excess blunt, namely, really excess blunt, like it is received from a bunch of angry aliens or your local blood-red sithlord, would lead to massive internal bleeding. Make it separate to the regular internal bleeding. Also there would be the treshold in a time. If the nukie is out of killing just you, he would accomplish it by quickly accumulating your damagepoints with a number of hits. If he only was to say mere regards from the syndicate, with say, two-three blows, you'd have "only" the internal bleeding. So there could be levels in the severity of internal bleeding, depending on the threshold-in-time or the amount of damage received in one hit, as it is presently. Also, blunt would cause the "regular" mild bleeding, but not the hemorrhage. Projectile or sharp hit severe enough (threshold in points) will result in both damagepoints and, with a big randomchance, to external bloodshed, aka critical hemorrhage. Arms and legs would be more suspectible for hemorrhage. Projectile and sharp hits cause death by either hemorrhage or the threshold in a time; threshold should be rather big. For balance reasons I'd think that fastmos damage would count in as sharp (ie, things hitting you causes bleeding and if hit hard enough, hemorrhage), not blunt, for the sake of first aid ideas down below. Burn damage happens now because of fires, electric shocks, space or lasers. Hereby the threshold in a time might not work that smoothly. I'm bit uncertain what there could be. For the sake of simplicity (code-wise I guess) the symptoms and fatality would need to be the same for all stuff that cause burns. Maybe give the one who receives excess burn damage (fixed threshold? in-time threshold?) a good chance of going into the shock, as of irl heavy electric shock would bear that hazard? I have a guess that cardiac failures are a thing with severe tissue burn damage in overall. Respiration damage could bear the chance of falling to the shock. The very nature of respiration damage depends, in this idea, how much would hemorrhage affect it, as addressed above. Toxins could do the same as they did the test merge (rising the possibility to shock, with the side symptoms which were present at old system, too). Damagepoints in general would give impress of the deadliness of weapon just as it was previous. What matters now more though is some kind of DPS, at least when it comes to weapons that deal brute damage. The total amount of brute points, in other hand, would just impress the severity of the damage, the grander the grand total is the more it takes to be cured. Toxin and respiration damage would count in to the probability of shock, possibly that would be the case with burns too. In balance, toxin and burn damage should be more difficult to acquire, or their weigh on acquiring shock nerfed. Well, lasers are underpowered to ballistics even now, and getting toxicated is rather seldomly happening (if you don't count in ghostsalt). TL;DR, if somebody gets hurt, they die either by the threshold-in-a-time - resembling excessive and dedicated violence and allowing antags to perform instakills when they can and have the need to - either by a shock caused by burns or hemorrhage, and these could be efficiently prevented or stabilized, as I propose as next, namely, b) MFAGA! Make first aid great again! The aforementioned might look like just a bunch of even more quick ways to get your spaceman killed. However, to counter the number and aggressiveness of the lethal hazards, first-aid would be buffed. As first-aid is a thing irl - it can be miraculously efficient if applied in time. Critical hemorrhage is countered with an emergency bandage. Irl we have two tools, tourniquet and this, but for the sake of simplicity we could do with only one (emergency bandage could actually be used as tourniquet as well, but that requires some tricks). Emergency bandage would be the new epipen, carried by all crewmembers. It would work as rolls of gauze works now (they should be then nerfed or turned into these), given that in intents, you aim the bleeding spot. It would also take a brief time, just like using traumakit to self does now. Using the bandage would lead to reduction of speed, and if it is applied to arm, similar effect than having bone broken there. That would mimic the tourniquet patients being irl litter, if it's leg, possibly walking but yet unable to use the hand if it's the arm. Balance-wise, applying an effective way to prevent a certain death to every crewmember would have this as its downside; the patients won't be back in fight just the same they were few seconds ago. Somebody has his tourniquet but is his respiratory damage have made him fall to shock? CPR should really deal with shock, scratch the cardiac arrest. Make it not very time-consuming action and make it cure some of the respiration damage, below some fixed point (as of epinephrine does take care of oxyloss below... whatever it was), so the victim still needs medical attention but is likely to be stable for sometime. Medical staff would have more powerful tools to deal with the shock, that is the chems, like it was in the test merge. Massive internal bleeding? The result of blunt damage would, mimicing the issues with that irl, be a bit harder to firstaid. For (fastmos) balance reasons, the high-tech chems could combat the respiratory damage of it. Paramedic's job. After the initial first-aid, which would prevent dying if applied, the injured will need medical attention more or less fast. I think that would answer to the call of endorse more RP. People aren't afraid of getting killed ingame, they are afraid of being out of the game or severely hindered in it. Making first aid great again, with downsides that more or less makes them unable to go back to combat (or tiding), would be a engaging way to do it. Also, if no co-operation is present, they will die nevertheless, and co-operation is the thing that makes RP to happen, isn't it? Last but not least, what about antags? They could use the same tools as crew, but obviously they need to have buffs in their special ways of medication. That is especially so for vampires, wizards and nukeops. High-tech syndicate concentrated blood pills for the ops? Rejuvenate+ deals with bleeding and shocks for vampires. Some nifty spell or item for the mage. - - - Sigh, did I write all that? Oh yeah, well it was entertaining to think around. Whether any of this is usable is an open question, for I personally don't speak BYOND to try anything on my own. But the compromise suggestion I'd think of is much more simple and so reasonable than that wall of text. I'll just cite @Norwest from the medbay poll thread. (quote) So the newcrit stuff would be as-is, maybe even made bit more quick to cause death, but defibs would revive again in the timespan of five minutes, with a cost. This makes it possible to have such a small timewindow of surviving alive after being critically injured, so not screwing the antags. Though, obviously antags need specific ways to deal with the shock. Also I find what Norwest wrote on persisting symptoms most interesting, something that might have the desired impact and for sure a more entertaining one to go.
  14. Wrote that in order to open it for bassists like me, and this here is neat to see as a such, for a technical explain. I can tell this is a very good way to do it, also got to remember this myself. I haven't done many tricks of cleansing a track of the unnecessary. These could even add to the overall sound there, with fine devices at least, since removing really inaudible data may still add to the headroom. I'm getting old, honk
  15. Yeah, and that would be balancing-thing to do there, if the death was too quick in average. If there is, in average, enough long a time between getting injured and the point of death, it will be all good. During the deep shit time, the way to play medbay needs a change, though, as an answer to the altered situation. To prevent deaths happening, there must be more first-aid, more than the paramedic could give alone - referring to one of my posts concerning this. That would not be a bad thing at all, if you ask from me atleast - given that there is enough time to stabilize casualties, with the effort to provide first-aid is present. To get a hunch of it, need to play it, maybe share here the experiences. Antag side is another question, yes. Guess you could deal with it if you epi'd and treated yourself some of the external damage as quick as possible (like before). If you got hit below of -50 and the cardiac things kick in, it's out of luck probably - but such happened before too, there was no way out of deepcrit without external aid, well possibly previously taken chems as an expection.
  16. Big boys in sounds say that the sample rate should be the double of the frequencies present. For, if we checked a flow of sound at few ticks, it draws us a parable, with (x) being sample rate and (y) being the bit depth. If we had an audio with frequencies from 200 Hz to 22 kHz, packed to 16 bit to 44 kHz, nerfing it to 16 bit 22 kHz would actually remove relevant stuff from the both ends, since the ends of the parable are closing to zero. If the point zeros of the parable (y=0) are x=0 kHz and x=22kHz, the band 21 kHz would be - in a rough example - played at value 1 - in comparison of y=0, when x=0 kHz and x=44 kHz, in which x=21 would be like 2. I didn't actually calculate these things, so the function isn't correct, but should give the clue. Thus, if we made the samplerate too close of the actual noticeable signal, we will lose something more or less audibly. Moreover, the change might be audible if we packed something very high-quality like 24 bit 192 kHz to 16 bit 44 kHz, for because of this parable thing, the dynamics will change even in that case, in which no actual audio data is lost. That could be worked around using the compressor, in order to make the remaining low and top ends to play louder, that's what they do in radio. Concerning the mono-stereo stuff, the dynamic range is a thing there too, if we had the perfectly same track twice in a spot, it will play louder, but that is not the most data-efficient way to achieve that effect. Too bad I've got no good input on how to actually pack audio, with these circumstances given - I guess you need to use high and low pass to inaudible frequencies, then choose the sample rate and bit depth keeping in mind that "quality" there is actually a compromise of bitdepth -which primarily affects the dynamic range of the track - and samplerate, with the foremost on audible sounds (but secondarily the dynamics, as said). Everything surely has possibilites to be packed, so this is neat!
  17. Echoing what are said on hyperbolics. Concerning the pool of patients that medbay could interact with, one interesting factor there is, whether they arrive to the treatment alive or dead. Since there is no damage-threshold of dying, but death happens by the death of brain, it should end up to dying taking more time now. No more instadeath on extreme violence. And fatal cases happen due few reasons, out of which some concern only a single person and some a number of people, if not everyone in the station. To the first category belong accidents and traitor-murders, to the another mass-casualty events, namely, bomb and fire scenes, blob, nukeops, spiders and xenos. Out of the victims of these categories of circumstances, the latter should - in theory atleast - live longer now, after their initial decapacitation, hopefully long enough to be stabilized for waiting. So the newcrit might not necessarily reduce that patient pool. Need to actually see more of these events with newcrit enabled to confirm, though. If there was a reasonable chance to the victims of that latter category to be stabilized, there is no grave concern of the medbay losing their interactive work. The first-category victims would not pose a problem, for if the traitormurderer is good or the accident gross enough, it is reasonable that the victims of these could not be helped quickly enough. And if the murder was not done well or the accident wasn't that bad, an aware paramedic should be able to deal with it. Either way, I'd hope that there will be a tool to revive a freshly-dead patient anyway. There is a balance issue in such a hope, of course. That would be neat, for referencing things with ease.
  18. Honk, I've lost my track on where we are going now, so SR on clonables is possible again. Fair enough, then.
  19. Yeah, my bad there. Cardiac arrest and then placing the new heart in quickly (for not to kill the brain), finish with defib to start the heart.
  20. Yeah, if that would be realistic-enough that they hit medbay alive (or, as I thought around on my previous, if it became a tactic of playing medbay to more attention on first-aid at field), the way it alters doctoring would be reasonable. The newcrit as described does not have a certain dying treshold, but the damage raises the chance to fall into the process of dying after 0hp, which, in turn, will end up to death (by death of brain/heart) in a chance which will rise as the damage rises, specifically the o2 damage. Actually very reasonable, since the process of crit would be less linear for the both sides there, the medbay and the patients. I didn't realize this side of the idea in the first place. So I was bit like you stated it, worrying about the defibs because of knowing the present: that lots of people end up to the medbay dead, so if defibs were not reviving there is just cloning. If they, due newcrit, arrive (or are stabilized at field by paramedic or by some field first-aid point) to the medbay more alive than dead, that concern is not so great at all. But that is so if we had a reasonable chance to get the injured into treatment alive (and here goes the previously said no clonepod-operator doctors -notes). That might be hard to predict. Still I would anyway concern on the fact that some tricks, like brain/heart transplanting, are, of course, not available if the defib won't revive. And talk about the vox/slime SR-surgeries which are bit harder now aswell. So I'd hope them being capable of reviving, with certain conditions met. Which conditions, are up for balance - in the other end, making doctors to prefer treating without relying on the quick revival option, in the another end, not making the revival a certain pain in ass, since some of its frequent uses are already such pains, namely the vox/slime SR. Or make it a completely separate tool. Quick throws, once again.
  21. Came to think about it, previously I considered the aspects of newcrit revivability changes if we’d played the medbay roughly the same way as before. Somebody already mentioned that paramedic would be more a paramedic than a body taxi. So with newcrit it becomes a priority to try stabilize patients before they get in the bay. (Finally I got it). In a stable situation it would be the job of the paramedic. During a mass casualty event it would be CMO’s job to organize flying first-aid or static first-aid sites, like initiative doctors already do during blob rounds, in order to prevent massive queues to the cloning. That would be a positive add to the medbay gameplay, since it actually requires some teamwork. Immersion thing aswell. Irl we do it in the military, like, the injured are evacuated first to a platoon evac point, then to a level 1 firstaid, then level 2 field hospital and in each level the triage and stabilization is done, until the patient is at a facility that can fully treat him. So, for instance a blobround, blobfighters evacuate the wounded to the first-aid. There a required number of doctors treat them enough for waiting to surgery or so happen at medbay. Paramedic runs the taxi between bay and first-aid, and the rest medbay surges and clones/sr’s them who end up there. Or a nukie round, part doctors to field evacuating the injured to a safe point for quick stabilization, and then part doctors at the bay do the further treatment. Question is, how much time does the newcrit permit for preventing the patients to die, so that there is enough time for the patients to get receiving stabilization from the paramedic or some first-aid point. Concerning, if somebody gets hurt, are they, in the first place, possible to be saved at all (ie.when they get hurt, do they get insta- or very quickly killed). If not, the cloner will be queued even if we had an effort to that way prevent it, and the downsides of that are already said. Test time it is, going to try to play around cmo’ing.
  22. Just read Eco's novel "The Name of the Rose" once again, oh the irony. "I supposed that he was using that treacherous trick of speech, that the rhethorics call "irony" and which should always be let known before usage - which he never did." Alternative revival methods, honk
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