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Starker

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    Starker

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  1. Yes, this should be added.
  2. I would definitely use this hotkey if it was added. The PDA pen is used constantly.
  3. I agree. There should be a heavy reduction in speed when dragging someone. This would force people to use roller beds as intended.
  4. I think all medications and chemicals should have an overdose threshold. All substances in the real world have a lethal dosage, even water, so why should they not in SS13? This would make medicine more interesting and prevent abuse of sleepers (simply pumping people full of meds with no regard to dosage).
  5. I agree. The Kitchen is an area in which sanitation can directly affect crew members via food poisoing. Medbay is also an area where sanitation is important. Medbay is well-equipped with space cleaner in most rooms, yet the Kitchen doesn't have one. As the chef, the first thing I do is ask for the Chemist's space cleaner as they do not usually need it. It would be nice to not have to do this.
  6. I agree. Eating food that is on a dirty/bloody table or the floor should have a chance of giving you food poisoning.
  7. I think the hostile aliens should be randomly dispersed around the asteroid. This way, you cannot use knowledge for previous rounds to avoid all aliens. Every time you venture out, you will peaking corners hoping not to run into one.
  8. Most of these sound good. Borgs can be a little boring as the round progresses due to their static equipment.
  9. I don't think wall-climbing would be meaningful in an isometric game like SS13, but web-slinging definitely would be a cool mutation.
  10. Yes, I would want to see special first aid kits for non-standard life forms. As a Paramedic, I have encountered injured non-humans and been unable to help them due to their unique biology. I am forced to just rush them to Cryogenics or Robotics, stable or not.
  11. I agree. All of the exosuits equipment should be better than their man-portable counterparts, otherwise there is not much point in using the exosuit except for heat protection.
  12. Refillable autoinjectors should be added as a new item to be used by the Paramedic. They should be stored in Medical Storage. Autoinjectors are superior to syringes for emergency medical situations. They are far faster than syringes. Syringes are useful for giving measured doses, but there is rarely enough time for careful dosing when someone is in critical condition and seconds from death. These new autoinjectors should have a different appearance than the disposable ones that currently exist. They should be fillable from bottles and administer the same dosage as the disposable autoinjectors. I understand that autoinjectors used to be refillable in SS13 in the past (perhaps not on this server, though). They were removed because they were too effective when used by antagonists for delivering poisons. The syringe gun is even more effective at delivering poisons than an auto injector yet they remain in Medical Storage. There should be no problems with antagonists using refillable autoinjectors if they are stored in Medical Storage because they would already have access to the syringe guns at that point. It is not clear if reusing syringes causes infections. I have tested this on myself many times during extended rounds and have never been infected. If I am wrong, then the needle assembly of the refillable autoinjector should be replaceable (grab the tip with empty hand while the autoinjector is in the other hand).
  13. Belts, such as medicine belts and tool belts should add additonal pocket slots to your HUD instead of behaving like a normal container. The purpose of a belt with individual pockets or rings for tools is to allow for quick access without fumbling through a pack. Currently, belts must be opened. They do not provide a speed advantage and are functionally identical to satchels and backpacks.
  14. The white background for the chat box burns my eyes with the fury of a dying star. I would like an option switch the background to black, the black text to white, and the colored text to a higher saturation.
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