Add chemist as playable role

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jagermann2
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Add chemist as playable role

Post by jagermann2 » 28 May 2016, 14:53

Summary (a quick, 2-3 sentence summary): To add in game the dedicated role of chemist

Benefits (How this will benefit the server and game as a whole): Combat medics could restock quickly, dying patients could hold out more if left untreated in front of medbay, medics would have a less swamping task

Details (Description of how you think this would work, the benefits, etc): By allowing chemists (even one, if needed be) finally infirmary could be a place where you actually get meds, instead of yelling at already overburdened of work medics

Implementation (Optional, if you have an idea how to implement it): SS13 works on magic for me. Rip the code off another server?

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Jroinc1
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Re: Add chemist as playable role

Post by Jroinc1 » 28 May 2016, 14:56

-1, not because I dislike the idea, but because doctors can already use the chemmaster. Want to be a chemist? Grab the labcoat, assume control of the chem station, and start crankin out dem mixes.
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jagermann2
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Re: Add chemist as playable role

Post by jagermann2 » 28 May 2016, 15:02

None of them load the smartfridge/hand out pills. They just use it to make cryox and clonex, and that's it.

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Azmodan412
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Re: Add chemist as playable role

Post by Azmodan412 » 28 May 2016, 15:09

Bug the researcher, if he doesn't tell you to fuck off.
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KittyLava
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Re: Add chemist as playable role

Post by KittyLava » 28 May 2016, 15:33

The Doctors, CMO, and Researcher all have access to at least one chemistry dispenser, there's another in the researcher's lab. Now each of those three roles not only ICly know chemistry, but also a surgery type. Researcher's is purely dissection of alien corpses by their lab's dissection tool, whilst the Doctors get life saving surgery training, CMO at the least knows both surgery types, although may be more focused upon keeping Medbay up to date, personal healthy, and organizing their staff.

There's plenty of time to prepare cryo, then quite a lot of medication given you have well enough time generally to prepare medication ahead of time when each round begins; exceptions are when under staffed and injured come in early. If you get a good doctor/researcher/CMO, chances are you'd have either of the chemical storage units filled up with pill to bottled medication ready for use. Personally it's not that difficult to prepare ahead of time, but more often when it's available or ready, your field medics don't pick it up even; let alone request it over the medical line. Resulting this is partly an IC matter for not keeping medical up to date if supplies are running low, or they need something prepared by the doctors.

Also if you end up getting medics running medbay, normally it'll be triage duty or assisting a surgeon/doctor on rarer requests when low on personal but hefty casualties needing help. These surgeons can also be requested down to assist below, by asking the CO or CMO about having one of their staff deployed on field hospital/infirmary duty.

-1, Due to viewing this as more of an IC issue between doctors. Personally recommend getting the encryption keys from the appropriate vendor in the marine field medic vendor, apply it to the headset and try to keep medbay up to date of some situations. They can provide medical suggestions to solutions, prepare some medication if not alert the field medics when medications is ready or being on standby for wounded more quickly.

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Ms.Degrasse
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Re: Add chemist as playable role

Post by Ms.Degrasse » 28 May 2016, 16:17

I would just add a second researcher slot to the game.

One for actual research, and a second one for manning the research lab's chemistry desk.

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MauroVega
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Re: Add chemist as playable role

Post by MauroVega » 28 May 2016, 16:23

jagermann wrote:None of them load the smartfridge/hand out pills. They just use it to make cryox and clonex, and that's it.
CMO's normally take over the Chemist role when there are 2/3 doctors,and from what i see he does fill the smart fridge,Just from experience
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Varnock
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Re: Add chemist as playable role

Post by Varnock » 28 May 2016, 16:55

Kittylava said it pretty well.

I'm also -1. I pretty much only play a squad marine or Doc/CMO. Whenever I play doc the first thing I do is call up the rest of medical, ask them what they're good at, and pick up slack wherever. This, usually, results in myself doing chemistry because no one seems to know it, BUT that is also enough. In that first fifteen or so minutes that briefing takes place in I usually have most mixes done and in the machine already, quickly making cloning just a bonus with more medicine stocking up. If you REALLY want more people working on chems at the same time, ask the CMO to head down to research if there is no one in there and they can work down there instead. I end up doing that pretty often, actually.

I even end up with enough time in between other work to start custom things and offering squad medics custom pills, which is the easiest way to get them out there. Anyone smart enough to use that encryption key is PROBABLY smart enough to read the instructions on the label. Since I mentioned most people not seeming to know, by the by, our wonderful Derpislav has some VERY excellent guides on medical I would like to point you all towards in the guide section, if you haven't seen them yet.

As an aside, I barely even ever see the chems get any use anyways. Usually by the time you actually NEED a stockpile that awesome it's due to boarding alium trying to badtouch your face, and by that point it's often already too late for poor medbay. (Pistol locker for docs in medstorage when?)

(Also if you take chemistry from normal docs I'll be sad since it gives me stuff to do before the corpse party starts.)

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TheSpoonyCroy
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Re: Add chemist as playable role

Post by TheSpoonyCroy » 28 May 2016, 17:26

-1

Seriously no, just no. Doctor is already a boring job because there is already a 1hr waiting period before things start to occur. Honestly I would love it if you can upgrade or make new chemmachines since after I'm done with my cryomix I'm generally done with the machine for about 20 minutes since 480u mixes generally takes up most of charge on those puny chem machines (but being able do such a thing would really change the balance espeically since this also applies to researcher who can pump out grenades up the wazzuhh (think I made around 13 240u grenades in an hour as researcher). Also to be honest if you good cryomix you really don't need pills, besides maybe Perxi+ (thanks D. Hunt that idea btw)

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Disco Dalek
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Re: Add chemist as playable role

Post by Disco Dalek » 28 May 2016, 19:21

I'm neutral on this mainly because I don't see how it would actually change the problem. True, it would add an extra position to medbay and free up a doc, but what if the chemist knows nothing about chemistry? Now you have someone who is entitled to run chemistry and will likely spend the entire round making tricord or something (seriously, I die a little when I see someone making tricord with the chem dispenser). If there was some way to ensure the chemist knew at least the basics of chemistry, then sure, this idea would be great.

As some of the others have already said, medics rarely ever bother to ask for chems. When I manage to snag chemistry, I always rush peridaxon plus and dermatane (glad someone thinks it's a good idea). If things work out perfectly, I can make three pill bottles of each with seven pills per bottle before briefing ends. After informing the medics of this two to three times over the medsci channel, do you know how many actually express interest? Sometimes one, usually none. Once three actually showed up for the pills and my jaw nearly hit the floor. Usually the medics that bother to ask for chems on their own are only interested in stims anyway. Wonder drugs must make their job too easy or something. On the other hand, I have yet to play a round as a medic in which medbay has managed or even tried to make a single pill for us before the shuttle launches.
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Wickedtemp
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Re: Add chemist as playable role

Post by Wickedtemp » 29 May 2016, 00:42

-1, but for different reasons.

First off, doctors already have the IC knowledge for Chemistry.

Secondly, and my main point... There's only ONE dispenser that Medical has access to, unless they get research access. Honestly, that's not a lot of energy to work with. The LAST thing Medical needs is a doctor/chemist who's new and doesn't know what they're doing, taking up the only chem dispenser Medical can get to and wasting all of the power making tricord. All that powers gone? GG.

Which is why I think the chem dispenser's energy value should be buffed, since it's supposed to produce medicinal chems for EVERYBODY ON BOARD, yet only has enough power to do maybe a third or half of that.

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Re: Add chemist as playable role

Post by Snypehunter007 » 02 Feb 2017, 19:37

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