just spent almost 20 minutes waiting for meds just because the machine ran out of power, either increase the rate it recharges or increase the amount of charge, most marine wins are dependent on medics being able to keep the front going and having 4-3 medics missing from the front because they had to wait on meds is poor design
Ehh maybe for high pop rounds, but really for not high pop its mostly just the nurse and docs fault for not getting on the line right away. like if you get on the line at round start you got a good bit of time to premix chems, where then the machine will refill by the time the medics come around.
seems more like a time priority issue, the medics i see normally go right away & get a surplus of them in the med bay to use by the time they are needed
Is limited energy serving any kind of realistic balance purpose anyways? Like if it was unlimited energy would anyone have any reason to be upset?
Sounds like a huge medical skill issue. If they spend half their energy on making drugs for pilot and keep cooking IA/MB/KD from scratch - they’ll be lacking energy. And even then you can ask research for some chems
is there even a reason to limit medbay? I mean they will do what they need to do anyway. It’s just annoying being delayed like this for no apparent reason.
After our coders introduced finite bonegel and non-restockable medkits - I think the reason is “medical staff must be miserable”.
It might be some leftover from old SS13, but highly doubt that anyone will remove it
It really is stunning how few QoL improvements medical has gotten as it continues to have the fun sucked out of it. Man I wonder why we have so many bald doctors…
I mean, if its meant to stay then why not give research the ability to print a power upgrade with the bio printer? They got the power generators in their lab already.
eh? The chem dispensers, at least in medical’s, only impact is whether the medics will get costume chems and is standard for every round. And the medics will always get the chems in a satisfactory degree. The only problem is on highpop where it runs out and recharges really slow. Now I wouldn’t really want to spend biomass for an upgrade that is mostly needed in the first half an hour of the round, while being impossible to get that biomass during that time. There may be a need for such if there’s like a good stim that needs mass production but even then it is really rare in my experience to have such issues. Overall imo the current system is a minor inconvenience that happens not too often and that doesn’t need to be looked into too much.
I presume it’s so that you don’t just pump out 6 full reagent tanks of stims or UNGA.
It’s dumb.
It used to be less dumb when the Wey-Chem didn’t need to pointlessly recharge. But now it too runs of magical slow ass energy.
All it does is slow down the immediate Corpsman rush. After that It’s a non issue until stims come up.
Maybe tie to shipside APC power generation. If the ASO/CE/MTs actually set up power right it gets a small buff? Fully set SMES generate so much excess power it’s actually ridiculous after 15mins.
this is like 1 thing to edit in vsc you can bang this out in 10 minutes which includes the time to download vsc and the codebase and learn how to work github
not just needed in the first half, dont forget the generator for research is also in research. They could upgrade their own chem dispenser as well with that.
Research has mostly chem production problems later on.
But i agree, biopoints are probs not a good idea.
I think gramps idea is much better.
Would open up future stuff as well.
aye gramps idea is quite good, but what if not only that but for the buff to take hold the Techs need to over clock the machines. I.E slap it with a multitool. after all i feel like just having the SMES set for a buff is a bit to good with out at lest one more step.
It’s there because xenos coped about stims being made at rapid speeds. With infinite power and simple chemical to make the said stim you should now be able to see why it’s not infinite.