Boss I don’t know if I missed something you’ve said but uhhh… The dummy allows advanced surgery practice performed by nurses. I.e. you can practice (among other surgeries) how to fix broken bones on a surgical dummy.
Just add tutorial to nurse with dummy. I think only CMO have the dummy, so thats crap in lowpop.
When you press the dummy you can choose rng easy (fracs, brute erc)rng medium (broken bones lungs eyes etc) rng hard (heartbreak, larva removal) do the tutorial as long you want. Bam, graduated doctor.
Would love to see nurse allowed to operate fracture and broken bones but not heartbreak and larva removal.
Would be amazing if i see a doc say. “Nurse can you fix frac/broken and give blood while i take out the larva?”
Chem tutorial should be rng like req tutorial.
Npc that want ia and so on. Its easier to try with npc than hearing medics moan in looc.
Been a long time since I played nurse
We have a clear problem with medbay staff.
The “neglect of duty” clause in Marine Law feels like a “dead letter” when it comes to medical roles. It’s unreasonable to punish staff for struggling in an under-resourced and chaotic system.
Potential Solutions:
-
Mandatory training - It was already widely discussed in this thread.
-
Short-term job bans (e.g., 1 hour) for fatal incompetence that causes unnecessary deaths? These bans could include a note like, “Please review the doctor wiki” to encourage learning rather than punishing. It’s a small nudge that could improve the quality of medical roles without being overly harsh.
Example:
As a medic, I once had a FOB doctor throw a dead patient onto the Alamo while I was trying to defib->dexa->stasis to stabilize them. While I understand the pressure they were under, it felt like they were just making it “someone else’s problem.” Situations like this highlight the need for better training and preparation.
What do you think? Would short bans or mandatory training help?
- Mandatory training - YES
- Mandatory training - NO
- Short-term job bans for fatal incompetence - YES
- Short-term job bans for fatal incompetence - NO
A lot of people talk here about punishing “incompetent” or “bad doctors”, but I genuinely feel like this would make the situation even worse long term. Medbay, relatively speaking - is already a semi-dead department only needed to stuff field medics’ pockets with chems roundstart and to do larva removal surgery, as everything else literally can be handled by a SINGLE doctor being deployed to FOB. Incentivize learning and such, sure, but I feel like actual punishment would discourage people from playing in Medical at all, as it already a very dull experience to begin with.
I understand your proposal, but I find it contradictory. When you say: “It’s unreasonable to punish staff for struggling in an under-resourced and chaotic system”, I initially supposed that you do not believe people should be punished, which is fine (given the possible arguments for it), but then you went a step ahead and proposed a temporary job ban? As I said before in this thread, the Military Police could have better procedures to clearly distinguish and arrest personnel in the purpose of immediately directing them into advisement and teaching under imprisonment, or (if really necessary) take the guy out of the match if he doesn’t want to learn, but turning an IC issue (I consider that as one) to the OOC level and forcing someone to not play a specific role for one hour without any other personal advisement from the rest of the playerbase will not make them improve, will just make them hate the administration of the server.
Any type of ban is a harsh punishment, that’s why the MPs exist.
Dude, I understand you have good intent, but even 1-second jbans for “fatal incompetence” is going to simply drive people away from the role, probably even the gamr itself.
I talk about this event a lot, but to highlight my point, when I was a relatively new doctor in around early 2023 or late 2022, I had my first deployment into what I believe was Fiorina Science Station. I had some experience as a doctor under my belt at that point, but I was wholly unused to the chaotic environment of deployment, and as such, I made several fatal errors that led to one of my patients going perma from an oxycodone OD that I caused. For my gross incompetence, I was firebombed and nearly permad while stuck inside an APC I had no clue how to get out of. I don’t know the identity of the perpetrator. I knew at one point, but it’s been so long that I’ve decided to let it go.
In hindsight, though? The worst part of it wasn’t that I had just been nearly roundended by some salty player, it was that I felt like even the admins themselves were dogpiling on my failure by letting my assailant walk away without so much as a note. Of course, in reality, the admins at the time likely had no idea that I had been intentionally firebombed because I never ahelped the incident (I didn’t know ahelps existed at the time). As such, I have no issues with how the incident played out. However, that didn’t change the fact that, at the time, I felt like everyone in the server was picking on me and metaphorically kicking me in the balls for my incompetence, something I already fear in real life and have no desire to experience even virtually.
The result? I dropped CM for about 3 to 5 months before I finally decided to pick up the game again, which I only did because the server I played on went bust. I ended up picking up playing as a researcher in a Fallout server of all things because it allowed me to be alone and not have to hear about what fuckup I made this time. I only managed to reintegrate back into CM because I had some lovely people I played with then, both as fellow doctors and patients, who didn’t firebomb me after I messed up.
My point in giving my story is this: if we implement ANY form of ban or server-sanctioned punishment against newer players for errors they make, even if it turns out “fatal” (as if we can’t just respawn next round), then all we do is dogpile on people who are already going to feel immensely guilty for getting someone unfairly roundended and make them feel ostracized and want to just get away from us. This isn’t the kind of environment that we want to cultivate. This is a game! We should be focusing on how to have fun! Not how to punish Private Stanley for operating on a late hugged patient a second too slow!
Heck, I’d probably go as far as to “strike” against such a rule and encourage other people to stay away from medical roles just to make a point.
Well said man. It is madness to punish a person like that.
What happened to you is truly awful, and I’m sure many others have had similar experiences.
The core issue here seems to be that players sometimes take matters into their own hands because they feel there’s no fair or effective system in place to handle these situations. Let’s break it down:
- If the player had ahelped you instead of gunning you down:
They’d probably have been told, “This is an IC issue,” which often leaves players feeling frustrated and like their concerns aren’t being addressed. - If the player had reported you to MPs for incompetence:
You’d likely have been brigged and treated like a criminal. Standard MP procedures—handcuffing, interrogation, and jailing—can be harsh and humiliating for a new player who simply made a mistake. Most would just disconnect at that point.
After reading through the feedback here, I’ve realized that job bans, even short ones, might not be the right solution. A better approach would focus on warnings and admin-guided discussions.
How it could have been handled better:
- The upset player could have been reassured with a reply like, “The issue is being handled.”
- You could have received a brief, constructive talk with an admin, such as: “It’s okay to make mistakes, but try to avoid deployments unless you’re confident with surgery under pressure.”
This method addresses the problem without alienating or punishing new players for honest mistakes.
That said, I do think serious negligence—particularly when it repeatedly disrupts the game—should be addressed to ensure a fair experience for everyone. However, education and support should be the primary tools, not punishment.
Based on the discussion so far, I think we can all agree that medbay roles are in need of tutorials to help new players step into these roles with confidence.
To spark further discussion, I’d love to get input on the following questions:
- How would you structure medbay tutorials?
- What key content should they cover?
- Do nurses need to learn chemistry? (Reference: Chemistry Guide)
- How in-depth should a nurse tutorial be? (Reference: Guide to Medicine)
For inspiration, take a look at the existing Hospital Corpsman Tutorials(Reference: Code for HM Tutorial):
Hospital Corpsman Basic Tutorial
// ------------ CONTENTS ------------ //
//
// Section 0 - Equipment and You
//
// Section 1 - Basic Damage Treatment
// 1.1 Brute Damage
// 1.2 Burn Damage
// 1.3 Treating Bleeding
// 1.4 Shrapnel Removal
// 1.5 Bone Fractures
//
// Section 2 - Intermediate Damage Treatment
// 2.1 Pain Levels
// 2.2 Toxin Damage
// 2.3 Overdoses
//
Hospital Corpsman Advanced Tutorial
/// ------------ CONTENTS ------------ //
//
// Section 1 - Stabilizing Types of Organ Damage
// 1.1 Internal Organ Damage (Chest)
// 1.2 Heart Damage
// 1.3 Lung Damage
// 1.4 Internal Organ Damage (Head)
// 1.5 Liver and Kidney Damage
//
// Section 3 - Field Surgery
// 3.1 Surgical Damage Treatment
// 3.2 Internal Bleeding
When I personally researched these questions, I noticed a strange overlap: nurses can do almost everything a doctor can, except for surgery.
Should a nurse tutorial aim to include all medbay knowledge except surgery? That could mean dividing it into multiple categories, such as:
Basic Nurse Tutorial
Advanced Nurse Tutorial
Basic Nurse Chemistry
Medbay (chemline, surgery rooms, triage, morgue), equipment (auto-doc, body scanner, sleeper) and tools (syringes, lines, cryo bags, body bags)
or, should we take a different approach and focus on a streamlined, minimal skill set for nurses to avoid overwhelming new players?
Yeah, agree with your statements.
Nurses can also practice doctor level surgery on the Dummy, they should be more vocal in the need for learning, cant teach someone who doesnt even wish/ want to learn.
I usually main doctor/ medic roles and I as CMO always ask nurses about their knowledge and teach them should they be interested.
Also agree that nurse roles shouldnt be removed due to the fact that during high pop when you have all doctors busy with surgeries and should someone need chems or whatnot then nurses are good to use at such instances. Also to drag corpses (humans to morgue and xenos to research).
I dont think we need many role specific tutorials honestly.
Many roles after all, have tons of overlapping subject matter. HM, nurse and doctors have little diffrence really.
Main one is that HM are trying not to die, while Doctors and nurses are trying not to die of boredom after drop.
It be by far better to have tutorials about specific subject matters.
Allowing to really dive into detail how the diffrent mechanics of the game work, without any restrictions like “HM dont need to know how most chemicals mix”.
Even though extensive knowledge about it is incredibly helpfull, you cant put the full chem tutorial in the HM tutorial. Otherwise it gets too long.
That way you dont need to explain in 3-4 tutorials how to mix the same chemicals over and over again, and people dont need to chase down information.
Like, where to do put in how to treat fracs. In the nurse tutorial? The HM tutorial? Or the Doctor tutorial?
And how will a new player ever be able to know wich one contains that info?
I personally really like how splinter cell chaos theory does its tutorials.
Every mechanic has its own little video you can watch whenever you want.
If you want to know how the thermal/NVG work? There is the thermal/NVG video.
You want to know how guns work? There is the gun video.
Tutorials are there to give clear information for people that want it. Making sure the information they need is easy and clear to find is important.
Now, im not saying no job tutorials. Some mechanics are exclusive to a job and make up 90% of its gameplay. Like Pilots.
Just for jobs that mainly interact with mechanics that overlap heavy into other jobs, maybe no job tutorials.
Larva surgery, on the table for 4 minutes, mucous runs down your throat
A dreaded sound reverberates inside your head…
*poke *poke *poke *poke *poke *poke *poke *poke *poke *poke
You beg for your life but no one comes to help
Doc clearly griefed you for speaking French.
Ive seen alot of fumbled especially new doctors on larva suegeries because instead of PICT they pick up the implant drill and cut a incision with that. Then they try all tools to close it until they reach the cauterizer. But that on a nearly popping marine are precious seconds if not minutes.
If the issue is doctors are bald, you can play doctor and cultivate the environment for more people interested in that role to play and thrive on skill. If the issue is you don’t want to risk your life over a bald doctor, you can make a pr to return autodoc.
The point of forcing others to be competent or punishing others ICly for not doing like the best ones do, is a joke.
And the role of nurse not only used for learning, people sometimes just wanna chill and talk to people so removing it is a shit idea.