Should DCCs and POs have Medivend Vendor Access? (They don't right now)

Is this a quality of life for the DCC’s and PO’s and would be generally appreciated throughout?
Or are we vanquishing the last bastion of RP by DCC’s and PO’s needing to work with medbay to get their Alamo/Normandy set up if this idea goes through.

I am being facetious with my second argument, but the point still stands that this is a necessary (and wanted) part of the gameplay loop?

I say they should have access in opinion. They have the same level of access to a HM medbay wise, yet none of the vendors despite having the training of a once again, HM.

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100% yes.
Aside from the task of Medevac, that may include administering first aid, both roles are also able to assist with medical care on FOB if required. I do not see why they should not have access to the vendor if other roles that are not even trained in medical can use them.

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Yes, I’m tired of not having access to these vendors as a DP. During my downtime I very much enjoy helping out as a medic. I want to hear the argument as to why they don’t have access.

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It’s funnier when you notice that DCCs have the skills to hack the WeyMed but DP/GP doesn’t :slight_smile:

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I’d argue while, yes.

It would be better if their equipment vendors were overhauled to better fit the role they’re undertaken.

Why do I get such good fragging gear as a DCC but next to ZERO medical gear. Where is my defib? Where are my bags? Its very silly.

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weymed access has been gradually crept for a long time, once this same discussion was had with squad medics getting access to the medbay/weymeds (this is actually why the little storage room in the bottom left has a line with a rail & turnstile!)

I feel like overall squad medics getting access is probably for the best cuz they often are vending like 6 stacks of multiple items and it’s just an unecessary hassle to make them sit there and wait for someone to dispense that much kit and stuff it into their packs. (Though as an extension to this it’d be good to just put brute kits in the damn minimeds so medics dont have to go fish for them there.)

Way back when I remember actually buying spare bicaridine and tramadol with my vendor points! imagine! using your vendor points for anything but extended mags! the horrror!

imo DCCs/POs should really only be carrying bare essential med supplies and so don’t need access to the weymeds and should have to ask. Defibs, Splints, health analyzers etc are all public access so really it’s just for suture/graft, stasis bags, & epi injectors-- all of which are things you can kinda live without for immediate triage or like-- just ask for. You make a joke about being the last holdout of RP but like-- streamlining everything so you can powergame a loadout to the max without ever talking to anyone is kinda exactly that-- just lets people add silently dispensing this stuff to their ‘route’-- either the prep vendor should have it or they should ask (or risk MPs on their case hacking it if they want to circumvent the socialization)

my 2c anyhow. DCCs can just hack the weymed that gets loaded onto the alamo every round if they’re really unwilling to spend an extra few seconds talking to someone.

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Counter argument. You know what kind of RP I love. Haveing to ask for things in a game I play for fun. It’s why everyone loves req line so much.

But like come on their is nothing wrong with being able to grab gear you need without have extra steps. Is it power gameing sure. Isi tOP in any way no. Power gameing is not inhernitly bad guys.

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Just curious,

Would you say it’s fair as a mid-between to follow Marm’s idea? To update their kit basically.

Instead of them getting medivend, they get key medical equipment that they should really have
(Maybe statis bags, surgical line/graph, scanner, and maybe extra options in their vendor like revival mix)

If they want more than the basics that they should, IMO get, they can go work with medbay to get it done and not have medivend access. This honestly in retrospect seems like a better idea than just giving them medivend access, updating their kit.

Their being a kit be pretty set on fragging. Which is fine, they are effectively the last line of defense for the Alyamar from being boarded via convectional methods. GP not really unless they clicked a little too fast on the flyby button and have sent themselves to the other LZ by accident, changing their objective to " survive for 180 seconds ". (This is however, always funny)

I am a bit biased in my opinions because I mainly play lowpop (70-90 people) and so don’t frequently have many members of medbay on, sometimes none and wanted some extra thoughts on this.

If we are set on updating their kit to be more suited to the role they are, what would be put in it?

TLDR - Instead of access, overhaul their kit to be in more line with their role, I like this more but what goes in their overhauled kit?

DP’s/GP’s maybe shouldn’t have statis bags, maybe not even DCC’s. This makes them too plentiful unless they are expensive in the points vendor perhaps. (2 for DP, 4 for the 2 DCCs, 2 for the GP, thats eight and they are re-useable!)

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frankly i don’t think they need vendor access BUT they do need to get lines and graph in there base kit and access to chem freezer but i don’t think they need medvendor access.

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Idk why would pilots need medical gear, they’re not expected to provide any kind of treatment to marines. They can do it, but they’re piloting a combat shuttle first and foremost, not an ambulance

Socialization is suboptimal

Point me to a single living, breathing human being that loves the req line, I dare you

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The fact they’ve been given somewhat extensive medical training proves that while it’s not their primary task, they have been overtly trained such as to be able to do that and would be expected to given the chance.

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GPs and DCCs kinda of are cause they man the medevac on the Normandy. Going perma cause a GP has no defib or doesn’t know how to do med kinda of sucks (although is rare tbh)

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I was being sarcastic to prove a point. Also they are flying an ambulance when the dropships job is to medevac marines and bring them to medbay. Plus the driver has medical training.

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I just think they shouldn’t have an access restriction at all.
The locked doors for access to the surgery lobby/triage also shouldn’t have access restrictions.

First of all, because these restrictions are purely performative and do not actually stop anyone from gaining access, and secondly because they serve no actual useful purpose. It’s a stupid arbitrary roadblock that is bypassed in 30 seconds by every comtech, and even if you couldn’t bypass it - to what genuine useful end? To make things more frustrating for players? Oh noooo can’t let private stanley have access to bicardine!!

Even if only medics had access and you couldn’t hack them, I GUARANTEE YOU medic players would simply vend everything out onto the ground so marines can get what they need. If you made the doors to medical indestructible players would start masterkeying the walls to get in. (And it’s an undeniable FACT that if you don’t force your way into medical and grab a doctor and yell in his face that you need treatment, you won’t get treatment. Shipside doctor players are the fucking WORST)

The problem here is that we have stupid restrictions that shouldn’t exist in the first place. I seriously cannot fathom why anyone insists on these performative roadblocks and speedbumps.

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Well yeah. He’s a dedicated crew chief. That means electrician/mechanic/paperwork-monkey, all in one, jack of all trades (Master of none). He’s not a specialist like the MTs or the CE, but he probably knows a little more about certain fields than the guy whose sole job it is to fly and drop bombs.

In-universe he probably knows more about the drop ship than the pilot does!! At least mechanically.

That’s just my lore reasoning as an IRL crew chief myself. Gameplay-wise, idk if it makes sense but I don’t think it’s a huge deal