[ALPHA] Medical Changes

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Surrealistik
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[ALPHA] Medical Changes

Post by Surrealistik » 11 Jul 2015, 02:24

Summary (a quick, 2-3 sentence summary):

A list of changes that will improve Medbay.

Benefits (How this will benefit the server and game as a whole):

Makes Medbay more efficient and productive which means less headaches for everyone (on Marines).

Details (Description of how you think this would work, the benefits, etc):

* Fix the cryocell plumbing so that both cryocells work. Added.

* Add a drug (not chem) dispenser/storage (should be something like this that already exists in Baycode) to Medbay Reception and the Hangar Bay so that
marines and medical personnel can retrieve and use pills by themselves. Partially added.


* Add more Medical Belt items (there's literally _only one_) or make it standard issue starting gear for Medbay staff. Added.

* Add something that allows Medbay to manufacture pill bottles and autoinjectors.

* Add an exosuit fabricator to Science so that it can manufacture robotic limbs. Added.

* Add nanopaste to the surgery tools so that artificial limbs and organs can be fixed.Added?

* Add soap to the Medbay for cleaning disgusting filth when we can't afford to waste chem charge on space cleaner.

* Let the Protolathe produce _all_ surgical tools.

* Add a chem that can repair bones and fractures similar to how Peridaxon can repair organs and/or make fixing fractures via surgery much faster. This is easily the biggest time sink for medical, hands down, no contest. Perhaps it would be called Osteodaxon? I'm thinking Bicaridine + Hydrogen + Oxygen + Phosphorous (key chemical components of bone in addition to Carbon which Bicaridine has) for the recipe. Might also very slowly heal brute damage.

* Defibrillators should be added to Medbay. Added.

* Letting Sci build circuit boards for Cryocells, Body Scanners and Sleepers would be very much appreciated. Currently the boards and manufacturing processes do not exist for these, but they would be easy to add. The circuit research prereqs, machine construction components, etc, can be taken from Paradise. Paradise also has code allowing these machines to be upgraded with better components.

* Provide Medbay with a couple of stacks of Plasteel for building surgical tables (Baycode may or may not have this functionality; Paradise does).

* Give all doctors access to the cloners from Medbay via the ladder; for some reason they do not have this. I assume the ladder access in Medbay counts as a Sci airlock, though it shouldn't be; it _really_ slows cloning to a crawl since they have to go all away around through the central ladders to access the cloners.

* Add Body Scanners to each surgery theatre, and crew monitoring to Medbay reception and stock medical gear dispensers with a limited number of portable crew monitors. This would definitely help make newer medical staff a lot more efficient in that the CMO doesn't have to constantly remind people of where they should be going and who they should be treating, why and with what. Added, kinda, sorta, but not really (Scanner near the cryotubes).

* Add a disposal bin near each chem dispenser so expended bottles can be easily removed (and deliveries can be sent/received).

* Subdivide the Medbay APC into 4 APCs: One for surgery, one for chemistry, one for Medbay general, and one for Medbay reception; right now there's _way_ too much power load on a single APC and it drains faster than a coke addict's account when power generation is down. Medbay and Sci could also use their own SMES batteries. Added, kinda, sorta.

* Add a Body Scanner functionality so that body scans are saved to a marine's medical history. Would make the medical record consoles actually useful for surgery as opposed to just taking up space.

* Allow people to leave rollerbeds and other beds when buckled down without assistance. Added

* Hyposprays should be standard issue gear for Doctors. Added.

* Another thing I'd like to see is some kind of alert system for cloning and cryo; there should be the option to set the cryopod and cloning pod to broadcast a conspicuous, bolded alert over the Medical channel when someone is at 100% health, or has finished the cloning process; this is so they can be promptly tended to.

* There should be an 'autoeject' option for cryopods per Paradise where an occupant will be automatically ejected when at max health (we should honestly just import the Paradise cryopod, and machinery code).

* Medbay should have an exit button so Marines without Medbay access can leave (but not enter) without a doctor's help.

* There should be a crew monitoring computer in Medbay Reception so doctors and not just the CMO, can gauge the health of Sulaco's crew.

Implementation (Optional, if you have an idea how to implement it):

Minor map and coding changes.
Last edited by Surrealistik on 28 Jul 2015, 23:35, edited 13 times in total.
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Re: [ALPHA] Medical Changes

Post by Biolock » 11 Jul 2015, 04:31

+1 After ghosting around for a bit, complaining in LOOC about how everyone sucks, and then banning new players for being new, I would agree these additions are necessary.
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: [ALPHA] Medical Changes

Post by Felkvir » 11 Jul 2015, 04:37

+1 to everything here

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Re: [ALPHA] Medical Changes

Post by TopHatPenguin » 11 Jul 2015, 10:40

+1 we desperately need better medical equipment in the alpha as marines get arms and legs chopped off like it's a butchers store hehe.
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Re: [ALPHA] Medical Changes

Post by Surrealistik » 11 Jul 2015, 14:16

Other things to add:

* Defibrillators should be added to Medbay.

* Letting Sci build circuit boards for Cryocells, Body Scanners and Sleepers would be very much appreciated. Currently the boards and manufacturing processes do not exist for these, but they would be easy to add. The circuit research prereqs, machine construction components, etc, can be taken from Paradise. Paradise also has code allowing these machines to be upgraded with better components.

* Provide Medbay with a couple of stacks of Plasteel for building surgical tables (Baycode may or may not have this functionality; Paradise does).

* Give all doctors access to the cloners from Medbay via the ladder; for some reason they do not have this. I assume the ladder access in Medbay counts as a Sci airlock, though it shouldn't be; it _really_ slows cloning to a crawl since they have to go all away around through the central ladders to access the cloners.

* Add Body Scanners to each surgery theatre, and crew monitoring to Medbay reception and stock medical gear dispensers with a limited number of portable crew monitors. This would definitely help make newer medical staff a lot more efficient in that the CMO doesn't have to constantly remind people of where they should be going and who they should be treating, why and with what.

* Add a disposal bin near each chem dispenser so expended bottles can be easily removed (and deliveries can be sent/received).

* Subdivide the Medbay APC into 4 APCs: One for surgery, one for chemistry, one for Medbay general, and one for Medbay reception; right now there's _way_ too much power load on a single APC and it drains faster than a coke addict's account when power generation is down. Medbay and Sci could also use their own SMES batteries.

* Add a Body Scanner functionality so that body scans are saved to a marine's medical history. Would make the medical record consoles actually useful for surgery as opposed to just taking up space.

* Hyposprays should be standard issue gear for Doctors.
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Re: [ALPHA] Medical Changes

Post by Surrealistik » 16 Jul 2015, 02:36

Another thing I'd like to see is some kind of alert system for cloning/cryo.

Basically there should be the option to set the cryopod and cloning pod to broadcast a conspicuous, bolded alert over the Medical channel when someone is at 100% health, or has finished the cloning process; this is so they can be promptly tended to.

There should also be an 'autoeject' option for cryopods per Paradise where an occupant will be automatically ejected when at max health (we should honestly just import the Paradise cryopod, and machinery code).

Further, I'd like to see the option to change the access levels of the cloning lab so that marines can enter and clone without requiring medical staff on hand; this would eliminate a lot of unnecessary delays and help optimize Medbay's performance while reducing the load on said staff who tend to be extremely overworked.
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Re: [ALPHA] Medical Changes

Post by Surrealistik » 18 Jul 2015, 01:22

Please make prosthetic printers create artificial limbs faster; they take _forever_.
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Re: [ALPHA] Medical Changes

Post by Surrealistik » 18 Jul 2015, 11:51

Medical also needs a public access button to open the doors to Medbay reception from within the exam room so doctors don't have to let everyone out, every goddamn time.
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Re: [ALPHA] Medical Changes

Post by apophis775 » 18 Jul 2015, 13:41

As far as cloning, I wasn't a fan of it even HAVING a cloning system. For now, the cloners will be there, but eventually, they will be removed, and the replace will be a "Reinforcement shuttle" that can be called, and will respawn dead players as generic marines with random names.

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Re: [ALPHA] Medical Changes

Post by Surrealistik » 18 Jul 2015, 13:45

Should still be a selectable alert and autoeject system for the cryotubes.
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Re: [ALPHA] Medical Changes

Post by apophis775 » 18 Jul 2015, 14:10

Surrealistik wrote:Another thing I'd like to see is some kind of alert system for cloning/cryo.

Basically there should be the option to set the cryopod and cloning pod to broadcast a conspicuous, bolded alert over the Medical channel when someone is at 100% health, or has finished the cloning process; this is so they can be promptly tended to.

There should also be an 'autoeject' option for cryopods per Paradise where an occupant will be automatically ejected when at max health (we should honestly just import the Paradise cryopod, and machinery code).

Further, I'd like to see the option to change the access levels of the cloning lab so that marines can enter and clone without requiring medical staff on hand; this would eliminate a lot of unnecessary delays and help optimize Medbay's performance while reducing the load on said staff who tend to be extremely overworked.

Marines will NEVER be allowed to clone each other. That's medical's job.

And there is an internal "eject" that can be triggered inside the cryo-tube, otherwise, medics just need to pay attention. This isn't no carebear server, medics should just check cryo if someone is in it, I'm not going to add a function to replace medic laziness.

As far as an alert, that might be possible.

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Re: [ALPHA] Medical Changes

Post by Surrealistik » 18 Jul 2015, 14:13

Medic laziness? Really?

Have you seen how crazy overburdened medical gets during Alpha?! Dude, there have been literally rounds that I have not had one iota of one second of downtime after the first set of casualties come back.


What do you mean by internal eject? I'm talking about a toggleable autoeject mode that kicks out the freeloader marine and makes him get a job when the cryotube restores him to full health like on Paradise.
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Re: [ALPHA] Medical Changes

Post by apophis775 » 18 Jul 2015, 14:15

players can right-click the tube and click "eject"

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Re: [ALPHA] Medical Changes

Post by Surrealistik » 18 Jul 2015, 14:18

Takes a long time though; I'm all for this if it's made instantaneous or close to it. The code for the autoeject is freely available, so why not? Laziness is the furthest thing from an issue in Medbay.
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Re: [ALPHA] Medical Changes

Post by apophis775 » 18 Jul 2015, 16:08

Because, the code might be under a different license than we are under?

There's a shit-load of legal stuff, if you grab stuff from other stations.

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Re: [ALPHA] Medical Changes

Post by Surrealistik » 18 Jul 2015, 17:05

I don't think Paradise code is subject to any sort of copyright or legal protection of note; I would recommend asking permission though as a sign of good faith.
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Re: [ALPHA] Medical Changes

Post by Surrealistik » 28 Jul 2015, 23:32

Some more progress; crossed off additional shit.

Really need a Crew Monitoring Computer in the Medbay Lobby; not sure why the only one (in Medbay) is locked away in the CMO's office.

An interior exit button, is still needed so soldiers without Medbay access can leave Medbay without a doctor's assistance.
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