Remove Randomness of Shrapnel Surgery

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Kevinthezhang
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Remove Randomness of Shrapnel Surgery

Post by Kevinthezhang » 04 Aug 2016, 11:17

Summary (a quick, 2-3 sentence summary): During shrapnel removal surgery, the "Hemostat to remove shrapnel (poking inside the person)" step has a lot of randomness and adds to the tedium of conducting surgery (especially prominent if multiple shrapnel wounds are present).

Benefits (How this will benefit the server and game as a whole): Eases the burden on the doctor slightly

Details (Description of how you think this would work, the benefits, etc): Instead of having shrapnel removal with the hemostat be random, just have it as another step of surgery.

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

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Arachnidnexus
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Re: Remove Randomness of Shrapnel Surgery

Post by Arachnidnexus » 04 Aug 2016, 11:20

+1 Shrapnel RNG is a pain and adds nothing to surgery besides frustration. Making the removal step 100% guaranteed would be great.

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Toroic
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Re: Remove Randomness of Shrapnel Surgery

Post by Toroic » 04 Aug 2016, 11:29

+1.

After about 2 shrapnel it's faster to choke to death and clone
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Xenos Vult

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TheSpoonyCroy
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Re: Remove Randomness of Shrapnel Surgery

Post by TheSpoonyCroy » 04 Aug 2016, 11:37

This is probably a duplicate but +1 all the way

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KingKire
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Re: Remove Randomness of Shrapnel Surgery

Post by KingKire » 04 Aug 2016, 13:35

DUPLICATE: it seems this is a duplicate of this thread: viewtopic.php?f=59&t=7493. Bumping the old thread and moving to "lock and resolve" this thread.
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for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


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DesFrSpace
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Re: Remove Randomness of Shrapnel Surgery

Post by DesFrSpace » 07 Aug 2016, 19:44

With Cloning planned to be replace or remove, Surgery going to need to be a faster process.
Otherwise a whole episode of M.A.S.H. is just a Surgery Operation that would end badly if not done right.
ALPHA, BETA, OMEGA, GAMMA, SIGMA.

DEATH SQUAD!

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Kevinthezhang
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Re: Remove Randomness of Shrapnel Surgery

Post by Kevinthezhang » 08 Aug 2016, 19:46

Image

MFW this happens

SnipeDragon
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Re: Remove Randomness of Shrapnel Surgery

Post by SnipeDragon » 08 Aug 2016, 20:02

KingKire wrote:DUPLICATE: it seems this is a duplicate of this thread: viewtopic.php?f=59&t=7493. Bumping the old thread and moving to "lock and resolve" this thread.
This thread focuses specifically on the shrapnel whereas the other thread also mentions adding possible surgery steps to the medical console. I'll treat this thread as something seperate and update the other thread once this is implemented.

Speaking of, this is a quality of life change that would provide no negative aspect that I can see. I'll go ahead and approve this and get it going.

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KingKire
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Re: Remove Randomness of Shrapnel Surgery

Post by KingKire » 08 Aug 2016, 23:17

sorry, i try to be thorough but someddays stuff slides through the cracks. although technically it still has stuff to do with RNG shrapel, just another suggestion in there as well.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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DesFrSpace
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Re: Remove Randomness of Shrapnel Surgery

Post by DesFrSpace » 16 Aug 2016, 23:25

Surgery are slow, despite this being 2150+, I can't believe Surgery can be reduce.
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dylanstrategie
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Re: Remove Randomness of Shrapnel Surgery

Post by dylanstrategie » 19 Nov 2016, 12:16

This should have been completed with the Surgery rework, you now have a 100 % chance to remove shrapnel on every use of the hemostat, although you might need to apply it a few times if the Marine got filled with lead

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