From a68330b1b05909c35d227f4fb013c4b48c6e3260 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Sat, 9 May 2026 11:16:15 -0600 Subject: [PATCH 01/10] Create Command_and_Paperwork.md --- src/design-proposals/Command_and_Paperwork.md | 331 ++++++++++++++++++ 1 file changed, 331 insertions(+) create mode 100644 src/design-proposals/Command_and_Paperwork.md diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md new file mode 100644 index 00000000..1469c884 --- /dev/null +++ b/src/design-proposals/Command_and_Paperwork.md @@ -0,0 +1,331 @@ +# Command And Security + +| Designers | Implemented | GitHub Links | +|---|---|---| +| SOP workgroup, written by scrambleking | :x: No | TBD | + +## Overview + +This document will be covering the reworks to command's intended role and themes, along with security's shift in placements in the second part. + +It will also be covering examples of tools and gear that command will receive, and intended paperwork for command personnel. + +# Command + +The position command currently takes in the game tends more towards being role+ in many cases as apposed to a leading the station and driving forward the late stage capitalist feel of the station. +This is a result of their tools causing them to be in a Job+ position for one, and their roles being poorly defined as to what "commanding" means in many cases. + +In general we hope to better define command figures as a driving force behind productivity in-round, effecting their crew's pay, setting goals and orders, being the final say within their department (though cap can over-rule them), and stepping in only when there is no other choice or to fix mistakes. + +Aside from tool based mechanics we also plan to implement various SOP-type paperwork for command roles to fill out. +None of it would be required on a meta level, and command members may even pay their staff/assistants to fill it out on their behalf, but the NTR/Captain may seek it out and check for validity. +Additionally this would (As per Station regulations) all be printable from the document printer, and hopefully have fillable form fields. + +
+ +Here is a short analysis of the current command tools + +1. CMO's gloves + +These simply make the CMO a better surgeon, good for the CMO to white knuckle down in an emergency situation. +This does also make it more likely for a CMO to take over surgeries on their own, or pass out the gloves to others who are doing surgeries. +Both of these are things we want to avoid as surgery is intended to be a process that is time intensive. + +Would fit better on a "designated surgeon" despite how neat they are and less on a commanding/directing figure. Possibly repurpose as a research? + +2. CMO's Syringe gun + +Strictly used as a weapon, and as a frontline tool. + +Even in the "best case scenario" this does not fit the CMO's theme at all. + +3. CMO's hypo + +While incredibly versatile and useful at treating patients, this does not support doctors, and taking the time to call out the medicines you used negates the time save it provides. + +Reworking this to be a recharging tool that will inject a stabilising agent (EG negate aspyx/bloodloss damadge) and purge other chems is recommended. + +4. CMO's spare surgery kit + +Useful as a spare, but as the CMO is not expected to be doing surgeries, and the tools are printable. + +Simply mapping it in surgery would be a better option. + +5. RD's explosive resistant suit + +Encourages the RD to be the one near the explosion. +The RD should not be the one near the explosion outside of emergencies. +Increased slowdown from the suit is recommended, as it discourages casual use of the suit outside of emergencies. + +6. RD's lawboard (Ignoring the trust issues and theme issues) + +A powerful tool to change borgs to better follow NT's directions. +Takes too long to effectively use. + +Allowing the Borg-console to slowly upload the inserted board remotely to Borgs would be more effective (with a warning to the Borgs). + +7. RD's Toolbelt (with tool-drill) + +Tooldrill is entirely ineffectual in making RD better at any part of their job. +The belt itself would be created by the RD anyway, and it being generic means they *can* pass it to others should it be deemed more useful. + +Mostly saves resources for early science, but we can remove the tooldrill. + +8. RD's Anomaly Locator + +Already exists in scientist lockers + +Could be replaced with a wide range tracker to better direct the involved anomaly scientists. + +9. RD's Hand Teleporter + +Slightly useful in anomaly work, usually just used to shortcut the station. + +No need to remove for the relevant discussion. + +10. CE's tool belt (and tools) + +The belt is just a bigger belt, no issue. + +The tools are faster, take up less space, and do not run out, simply making them a better engineer. + +The tools themselves do not necessarily cause issues on their own, and help out in fixing emergency fuckups enough to not be of too much concern. + +11. CE's RCD/RPD + +Literally just a better RCD/RPD making them an engineer+. + +The current form is irredeemable. (Not recommended for removal until RCD/RPD removal after the UI rework) + +See engineering holograms/chalk later for rework possibilities. + +12. CE's Suit + +The only way to safely fill the singulo's plasma. Less of a criticism of the suit, more of its combination with a singularity engine. + +Should not cause an issue overall, good for emergency responses with the SM and Nuke. + +13. CE's Boots + +Allows for faster response time to situations, no issue with current form. + +14. CE's Hand held power console + +An excellent example of what can be used for giving directions and having oversight. +Consider upgrading with the atmospherics computer UI, and possibly Nuke/SM integration. + +15. QM's Digiboard + +Another excellent example of an oversight tool. + +No need for changes, but consider Silo computer integration. + +16. QM's Knuckledusters + +Allows the QM to win in most un-prepared combats, also allows them to keep fighting when crit. + +This is more of an edge case for the QM, as they support their gruffer nature and relation to salvage. +Removal is not recommended, but consider a small knockback and reduced damage. +Re-consider in the event of a salvage change. + +
+ +## Features to be added + +
+ + CMO (This section may change with the release of status-med) + +1. Tools + +CMO's gloves and surgical tools can be removed, removing encouragement for the CMO to be conducting surgeries. + +The syringe gun can be removed, it is a tool of combat that the CMO has no need for. + +CMO's Hypo can be converted into a charged based chemical injector, with the chemical stabilising patients from airloss effects and clearing other existing chems. +This will allow it to be used to take pressure off of medics quickly, and fix OD mistakes without being oppressive as a healing tool. It also removes its use in combat. + +Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels. +This gives them greater knowledge over their department which assists in providing orders. + +2. Paperwork + +Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports. + +*If insurance is implemented in a greater fashion*: Require the CMO to fill out insurance claims according to the crew's insurance and injuries, reimbursing medical for some cost of care. + +Fill out death reports on patients + +Sign off on psychiatric reports + +Keep a running log of patients that require medicine, and when they received their pills in what doses + +
+ +
+ + RD + +1. Tools + +The tool-drill can be removed from RD. + +Hand held research consoles should be added, this would include a tab of what is researched, by who, and another for data on what sources points have come from, and at what rates. +This provides them with more data to work off of and be able to direct their researchers with, whether that be designating more people for artifacts, or increasing the number of anomalies. + +RD may be granted an upgraded robotics console, allowing them to remotely change individual borg laws with a long delay and warning to said borgs. (This would not work on emagged borgs) Given the removal of the roboticists this would provide the RD with more control over the borgs. + +2. Paperwork + +Existing paperwork will be kept. + +Additional forms for artifacts including source, nodes, and disposal. + +Incident Report forms (incase of an anom crit, artifact killing people/destroying the station) + +Borg Error Report forms including justification of law changes, or unusual incidents. + +
+ +
+ + CE + +1. Tools + +Boots, armour and belt (with tools) will be kept. + +Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations. + +RCD/RPD should be planned for future removal and replaced with a construction chalk/hologram that allows them to make construction blueprints visible to others. +This will however be delayed until the UI rework. +This is to decrease the CE’s construction capabilities, but increase their directive power as a command member. + +2. Paperwork + +Construction permits + +Incident reports (Engine Failures, Atmospherics Issues, Gas Leaks). Focused around issues that occur “because of station design or engineering failures” + +Damage/Repair reports (Science, Antagonist activities, Meteor impacts, Shuttle impacts). Focused around things outside of engineering’s control + +
+ +
+ + QM + +1. Tools + +QM’s existing tools work for the current situation they work in, even with the botany transfer. + +Slightly change the Knuckledusters to have less damage and a small knockback to cement their place as a defensive tool + +Providing the QM with a silo computer link for their digiboard will allow them to have more knowledge over the station’s supply situation for crew direction. + +2. Paperwork + +Existing paperwork will be kept + +Salvage material reports (what materials have salvage delivered to the station and when) + +Materials delivery reports (ones that are not ordered) + +
+ +## Game Design Rationale + +The tool portion has rational sprinkled throughout, but generally their intents are to bring command more in line with a position of authority who have the capability to fix major mistakes by crew, and have better knowledge over how their own departments are operating. + +The paperwork portion is intended to provide the command members with a reason and direction for understanding what is going on within their department. +This maintains authenticity with NT as a larger company, increases RP potential between the command and NTR, and gives reason for command to slow down in how they deal with situations. + +## Roundflow & Player interaction + +In round this is expected to have an impact on how command players interact with their department and see their jobs. +As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments. +Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation. + + +# Security + +The state of the HoS/Warden dynamic, and the position of security in general are covered here. + +
+ + General Security (mostly a thematic change) + +Security is intended to become more of a direct tool that answers only to the captain. +To support this change they are being removed from the order of succession and are in lore being made a subsidiary corp to NT. + +This means that the captain position holds the contract for the security force, having direct control over them that no other command member or even the NTR holds, cementing the captain’s place as the highest power on the station. + +
+ + +The HoS/Warden dynamic has become greatly stilted and is immensely different from all other command roles on the station. + +Generally oversight of the security rooms and officers have come under the purview of the warden, which has also led to them being the person with the most general knowledge of security’s activities through camera monitors and the crew monitoring console. + +The HoS on the other hand has always existed as a squad lead role between their prior powerful longarms, and their current recharging pistol encouraging extended combats. + +With the exception of the metashield and literal position, there is almost nothing that mechanically encourages the HoS to take charge of the security department and retain general oversight compared to the warden. + +## Features to be added + +#### Panopticon helmet + +A hijack of the AI vision system for the wearer to overwatch situations from the comfort of their own office. This should also be provided vision from the bodycams with the same system that is used by borgs to be seen by the AI. The Panopticon helmet will be given to the HoS for easier overview and command from afar, giving them the true “armchair general” feeling during combat and removing the need for them on the front lines for vision. + +Theoretically this would provide no more tactical benefit than the existing camera system as it does not have interaction capabilities like the AI. + +This helmet can be applied as a separate helmet, or part of HoS’s armoured suit as balance/code permits. + +#### Breaching charge + +Given to the warden, in situations where higher level security personnel are expected to step up (when you would require breaching charges) the warden will take the position of local squad lead in order to conduct breaches. In these situations the priority of the station itself takes priority over prisoner rights after all. + +#### Armour + +The HoS’s more light weight and the Warden’s more heavy weight armour will be swapped to further push the feeling that the HoS is not expected to move from security. + +#### Weaponry + +The HoS’s laser pistol will be changed to have a reduced shot count, no recharge, but higher damage. This will align better with them being in the security department more, being able to easily recharge their weapon, but keeping it special and useful when required. + +The Warden’s shotgun can be given a level of structural damage, encouraging a breach and retreat. + + + +### Paperwork + +The HoS (and generally security) will also be getting paperwork, how exciting! + +Arrest reports. What happened, what actions were taken and why, evidence. This paperwork is intended to be used in court cases, and for SOP interactions. + +Investigation reports. Recording and categorising reports for investigations, these will be used by security if needed in court cases, and for obtaining permits. + +Search Permits. Filled out for reasoning and evidence by the Head of Security, these allow for the search of departments. + +Weapons Log. A log of who took out what weapons, for what reason, and when they are returned. + +Crime reports. Civilian reports of crimes being committed against them. What happened, who did it, ect. + +## Roundflow & Player interaction + +These changes are intended to have the HoS take over the position as the commander of security, staying within security and having general knowledge of the security situation on station. + +The warden on the other hand is placed in more of a second in command position, and on green is expected to work with the service department on getting food for prisoners, work with the fine system, and take reports at the front desk. + + +## Administrative & Server Rule Impact (if applicable) + +This should have little to no rule/administration impact as it is focused on RP and player interactions. + +## Technical Considerations + +Various tools will have to be coded/re-coded as per the tools statements, and the paperwork printer will have to be implemented as per the Station regulations doc. + +Additionally implementation of fillable form fields will assist greatly in this. + +The various gear mentioned throughout will also need coding, as these hook into existing systems it is unlikely they will need special considerations with the exception of the panopticon helmet. From 60ea6f8fec60208aa9883d5ddcbbed8a0ad88198 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Sat, 9 May 2026 23:34:14 -0600 Subject: [PATCH 02/10] Update Command_and_Paperwork.md Update for clarification --- src/design-proposals/Command_and_Paperwork.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md index 1469c884..5ca756f7 100644 --- a/src/design-proposals/Command_and_Paperwork.md +++ b/src/design-proposals/Command_and_Paperwork.md @@ -246,6 +246,10 @@ In round this is expected to have an impact on how command players interact with As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments. Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation. +As stated before, this paperwork is intended to be upheld in a similar vein as SOP. +It is meant to guide players who are new to the job, and provide an in-round hook for people to work off of. +The paperwork being labours and "extra" is mean to encourage some of the more experianced players to get complacent, and the less experianced players to grow weary of it. +When that begins to happen it provides an optional in-character hook for people to play off of through the new Fines system (See the CCVIP/NTR articles for more). # Security From 22fdd15f297615ae9f03235dd7e743f76d581adc Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Sun, 10 May 2026 15:47:44 -0600 Subject: [PATCH 03/10] Update Command_and_Paperwork.md --- src/design-proposals/Command_and_Paperwork.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md index 5ca756f7..524dc575 100644 --- a/src/design-proposals/Command_and_Paperwork.md +++ b/src/design-proposals/Command_and_Paperwork.md @@ -148,6 +148,9 @@ This will allow it to be used to take pressure off of medics quickly, and fix OD Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels. This gives them greater knowledge over their department which assists in providing orders. +Room Tags can be added to maps/construction options that alow the CMO (or other staff) to designate rooms per doctor. +This can be hooked off of the announcement system's displayboard boards with an added labeling UI. + 2. Paperwork Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports. From c25e43e9393152d473737a950d3dee53b2d93f21 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Thu, 14 May 2026 02:14:52 -0600 Subject: [PATCH 04/10] Update Command_and_Paperwork.md --- src/design-proposals/Command_and_Paperwork.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md index 524dc575..77275d4c 100644 --- a/src/design-proposals/Command_and_Paperwork.md +++ b/src/design-proposals/Command_and_Paperwork.md @@ -327,7 +327,11 @@ The warden on the other hand is placed in more of a second in command position, ## Administrative & Server Rule Impact (if applicable) -This should have little to no rule/administration impact as it is focused on RP and player interactions. +The tools throught this document should not be given to non-command members (or even other command members) without serious reasoning for it in round, as with current command item restriction rulings. + +For the paperwork, it should not be considered as a primary signal for command ineptitude, as it is intended as a tool for teaching, or otherwise going above in the role. In a "real" scenario involving emergancies such as is emulated in space station, most of the "emergancy" paperwork would not be done minuets after the incident, but rather after the chaos has ended. This is especialy true of the "emergancy report" paperworks, but even for standard paperwork during an emergancy. This however can also be called off by the captain in-round directly through red-alert SOP suspention as listed in the main SOP Workgroup document to further highlight this. + +Lastly the HoS will be held to the same standard of all of command when it comes to combat. Just as the captain can give orders to security, but is not to act like a security officer, the HoS too is not to go out and fight without extenuating circumstances otherwise (such as a station ending threat coming to a head, or a low-population station/security force). ## Technical Considerations From 64554e84b9712130745267f8de93a09a6798c74c Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Mon, 18 May 2026 17:24:13 -0600 Subject: [PATCH 05/10] Update Command_and_Paperwork.md --- src/design-proposals/Command_and_Paperwork.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md index 77275d4c..966451a9 100644 --- a/src/design-proposals/Command_and_Paperwork.md +++ b/src/design-proposals/Command_and_Paperwork.md @@ -196,7 +196,7 @@ Borg Error Report forms including justification of law changes, or unusual incid 1. Tools -Boots, armour and belt (with tools) will be kept. +Boots, armour and belt will be kept. Tools reduced to standard tools with the exeption of an industrial welder and the jaws. Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations. From 0885b3b55563dece82a35ce1512db706a3adc9e8 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Sun, 14 Jun 2026 01:40:10 -0600 Subject: [PATCH 06/10] Delete src/design-proposals/Command_and_Paperwork.md It was in main D= --- src/design-proposals/Command_and_Paperwork.md | 342 ------------------ 1 file changed, 342 deletions(-) delete mode 100644 src/design-proposals/Command_and_Paperwork.md diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md deleted file mode 100644 index 966451a9..00000000 --- a/src/design-proposals/Command_and_Paperwork.md +++ /dev/null @@ -1,342 +0,0 @@ -# Command And Security - -| Designers | Implemented | GitHub Links | -|---|---|---| -| SOP workgroup, written by scrambleking | :x: No | TBD | - -## Overview - -This document will be covering the reworks to command's intended role and themes, along with security's shift in placements in the second part. - -It will also be covering examples of tools and gear that command will receive, and intended paperwork for command personnel. - -# Command - -The position command currently takes in the game tends more towards being role+ in many cases as apposed to a leading the station and driving forward the late stage capitalist feel of the station. -This is a result of their tools causing them to be in a Job+ position for one, and their roles being poorly defined as to what "commanding" means in many cases. - -In general we hope to better define command figures as a driving force behind productivity in-round, effecting their crew's pay, setting goals and orders, being the final say within their department (though cap can over-rule them), and stepping in only when there is no other choice or to fix mistakes. - -Aside from tool based mechanics we also plan to implement various SOP-type paperwork for command roles to fill out. -None of it would be required on a meta level, and command members may even pay their staff/assistants to fill it out on their behalf, but the NTR/Captain may seek it out and check for validity. -Additionally this would (As per Station regulations) all be printable from the document printer, and hopefully have fillable form fields. - -
- -Here is a short analysis of the current command tools - -1. CMO's gloves - -These simply make the CMO a better surgeon, good for the CMO to white knuckle down in an emergency situation. -This does also make it more likely for a CMO to take over surgeries on their own, or pass out the gloves to others who are doing surgeries. -Both of these are things we want to avoid as surgery is intended to be a process that is time intensive. - -Would fit better on a "designated surgeon" despite how neat they are and less on a commanding/directing figure. Possibly repurpose as a research? - -2. CMO's Syringe gun - -Strictly used as a weapon, and as a frontline tool. - -Even in the "best case scenario" this does not fit the CMO's theme at all. - -3. CMO's hypo - -While incredibly versatile and useful at treating patients, this does not support doctors, and taking the time to call out the medicines you used negates the time save it provides. - -Reworking this to be a recharging tool that will inject a stabilising agent (EG negate aspyx/bloodloss damadge) and purge other chems is recommended. - -4. CMO's spare surgery kit - -Useful as a spare, but as the CMO is not expected to be doing surgeries, and the tools are printable. - -Simply mapping it in surgery would be a better option. - -5. RD's explosive resistant suit - -Encourages the RD to be the one near the explosion. -The RD should not be the one near the explosion outside of emergencies. -Increased slowdown from the suit is recommended, as it discourages casual use of the suit outside of emergencies. - -6. RD's lawboard (Ignoring the trust issues and theme issues) - -A powerful tool to change borgs to better follow NT's directions. -Takes too long to effectively use. - -Allowing the Borg-console to slowly upload the inserted board remotely to Borgs would be more effective (with a warning to the Borgs). - -7. RD's Toolbelt (with tool-drill) - -Tooldrill is entirely ineffectual in making RD better at any part of their job. -The belt itself would be created by the RD anyway, and it being generic means they *can* pass it to others should it be deemed more useful. - -Mostly saves resources for early science, but we can remove the tooldrill. - -8. RD's Anomaly Locator - -Already exists in scientist lockers - -Could be replaced with a wide range tracker to better direct the involved anomaly scientists. - -9. RD's Hand Teleporter - -Slightly useful in anomaly work, usually just used to shortcut the station. - -No need to remove for the relevant discussion. - -10. CE's tool belt (and tools) - -The belt is just a bigger belt, no issue. - -The tools are faster, take up less space, and do not run out, simply making them a better engineer. - -The tools themselves do not necessarily cause issues on their own, and help out in fixing emergency fuckups enough to not be of too much concern. - -11. CE's RCD/RPD - -Literally just a better RCD/RPD making them an engineer+. - -The current form is irredeemable. (Not recommended for removal until RCD/RPD removal after the UI rework) - -See engineering holograms/chalk later for rework possibilities. - -12. CE's Suit - -The only way to safely fill the singulo's plasma. Less of a criticism of the suit, more of its combination with a singularity engine. - -Should not cause an issue overall, good for emergency responses with the SM and Nuke. - -13. CE's Boots - -Allows for faster response time to situations, no issue with current form. - -14. CE's Hand held power console - -An excellent example of what can be used for giving directions and having oversight. -Consider upgrading with the atmospherics computer UI, and possibly Nuke/SM integration. - -15. QM's Digiboard - -Another excellent example of an oversight tool. - -No need for changes, but consider Silo computer integration. - -16. QM's Knuckledusters - -Allows the QM to win in most un-prepared combats, also allows them to keep fighting when crit. - -This is more of an edge case for the QM, as they support their gruffer nature and relation to salvage. -Removal is not recommended, but consider a small knockback and reduced damage. -Re-consider in the event of a salvage change. - -
- -## Features to be added - -
- - CMO (This section may change with the release of status-med) - -1. Tools - -CMO's gloves and surgical tools can be removed, removing encouragement for the CMO to be conducting surgeries. - -The syringe gun can be removed, it is a tool of combat that the CMO has no need for. - -CMO's Hypo can be converted into a charged based chemical injector, with the chemical stabilising patients from airloss effects and clearing other existing chems. -This will allow it to be used to take pressure off of medics quickly, and fix OD mistakes without being oppressive as a healing tool. It also removes its use in combat. - -Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels. -This gives them greater knowledge over their department which assists in providing orders. - -Room Tags can be added to maps/construction options that alow the CMO (or other staff) to designate rooms per doctor. -This can be hooked off of the announcement system's displayboard boards with an added labeling UI. - -2. Paperwork - -Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports. - -*If insurance is implemented in a greater fashion*: Require the CMO to fill out insurance claims according to the crew's insurance and injuries, reimbursing medical for some cost of care. - -Fill out death reports on patients - -Sign off on psychiatric reports - -Keep a running log of patients that require medicine, and when they received their pills in what doses - -
- -
- - RD - -1. Tools - -The tool-drill can be removed from RD. - -Hand held research consoles should be added, this would include a tab of what is researched, by who, and another for data on what sources points have come from, and at what rates. -This provides them with more data to work off of and be able to direct their researchers with, whether that be designating more people for artifacts, or increasing the number of anomalies. - -RD may be granted an upgraded robotics console, allowing them to remotely change individual borg laws with a long delay and warning to said borgs. (This would not work on emagged borgs) Given the removal of the roboticists this would provide the RD with more control over the borgs. - -2. Paperwork - -Existing paperwork will be kept. - -Additional forms for artifacts including source, nodes, and disposal. - -Incident Report forms (incase of an anom crit, artifact killing people/destroying the station) - -Borg Error Report forms including justification of law changes, or unusual incidents. - -
- -
- - CE - -1. Tools - -Boots, armour and belt will be kept. Tools reduced to standard tools with the exeption of an industrial welder and the jaws. - -Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations. - -RCD/RPD should be planned for future removal and replaced with a construction chalk/hologram that allows them to make construction blueprints visible to others. -This will however be delayed until the UI rework. -This is to decrease the CE’s construction capabilities, but increase their directive power as a command member. - -2. Paperwork - -Construction permits - -Incident reports (Engine Failures, Atmospherics Issues, Gas Leaks). Focused around issues that occur “because of station design or engineering failures” - -Damage/Repair reports (Science, Antagonist activities, Meteor impacts, Shuttle impacts). Focused around things outside of engineering’s control - -
- -
- - QM - -1. Tools - -QM’s existing tools work for the current situation they work in, even with the botany transfer. - -Slightly change the Knuckledusters to have less damage and a small knockback to cement their place as a defensive tool - -Providing the QM with a silo computer link for their digiboard will allow them to have more knowledge over the station’s supply situation for crew direction. - -2. Paperwork - -Existing paperwork will be kept - -Salvage material reports (what materials have salvage delivered to the station and when) - -Materials delivery reports (ones that are not ordered) - -
- -## Game Design Rationale - -The tool portion has rational sprinkled throughout, but generally their intents are to bring command more in line with a position of authority who have the capability to fix major mistakes by crew, and have better knowledge over how their own departments are operating. - -The paperwork portion is intended to provide the command members with a reason and direction for understanding what is going on within their department. -This maintains authenticity with NT as a larger company, increases RP potential between the command and NTR, and gives reason for command to slow down in how they deal with situations. - -## Roundflow & Player interaction - -In round this is expected to have an impact on how command players interact with their department and see their jobs. -As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments. -Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation. - -As stated before, this paperwork is intended to be upheld in a similar vein as SOP. -It is meant to guide players who are new to the job, and provide an in-round hook for people to work off of. -The paperwork being labours and "extra" is mean to encourage some of the more experianced players to get complacent, and the less experianced players to grow weary of it. -When that begins to happen it provides an optional in-character hook for people to play off of through the new Fines system (See the CCVIP/NTR articles for more). - -# Security - -The state of the HoS/Warden dynamic, and the position of security in general are covered here. - -
- - General Security (mostly a thematic change) - -Security is intended to become more of a direct tool that answers only to the captain. -To support this change they are being removed from the order of succession and are in lore being made a subsidiary corp to NT. - -This means that the captain position holds the contract for the security force, having direct control over them that no other command member or even the NTR holds, cementing the captain’s place as the highest power on the station. - -
- - -The HoS/Warden dynamic has become greatly stilted and is immensely different from all other command roles on the station. - -Generally oversight of the security rooms and officers have come under the purview of the warden, which has also led to them being the person with the most general knowledge of security’s activities through camera monitors and the crew monitoring console. - -The HoS on the other hand has always existed as a squad lead role between their prior powerful longarms, and their current recharging pistol encouraging extended combats. - -With the exception of the metashield and literal position, there is almost nothing that mechanically encourages the HoS to take charge of the security department and retain general oversight compared to the warden. - -## Features to be added - -#### Panopticon helmet - -A hijack of the AI vision system for the wearer to overwatch situations from the comfort of their own office. This should also be provided vision from the bodycams with the same system that is used by borgs to be seen by the AI. The Panopticon helmet will be given to the HoS for easier overview and command from afar, giving them the true “armchair general” feeling during combat and removing the need for them on the front lines for vision. - -Theoretically this would provide no more tactical benefit than the existing camera system as it does not have interaction capabilities like the AI. - -This helmet can be applied as a separate helmet, or part of HoS’s armoured suit as balance/code permits. - -#### Breaching charge - -Given to the warden, in situations where higher level security personnel are expected to step up (when you would require breaching charges) the warden will take the position of local squad lead in order to conduct breaches. In these situations the priority of the station itself takes priority over prisoner rights after all. - -#### Armour - -The HoS’s more light weight and the Warden’s more heavy weight armour will be swapped to further push the feeling that the HoS is not expected to move from security. - -#### Weaponry - -The HoS’s laser pistol will be changed to have a reduced shot count, no recharge, but higher damage. This will align better with them being in the security department more, being able to easily recharge their weapon, but keeping it special and useful when required. - -The Warden’s shotgun can be given a level of structural damage, encouraging a breach and retreat. - - - -### Paperwork - -The HoS (and generally security) will also be getting paperwork, how exciting! - -Arrest reports. What happened, what actions were taken and why, evidence. This paperwork is intended to be used in court cases, and for SOP interactions. - -Investigation reports. Recording and categorising reports for investigations, these will be used by security if needed in court cases, and for obtaining permits. - -Search Permits. Filled out for reasoning and evidence by the Head of Security, these allow for the search of departments. - -Weapons Log. A log of who took out what weapons, for what reason, and when they are returned. - -Crime reports. Civilian reports of crimes being committed against them. What happened, who did it, ect. - -## Roundflow & Player interaction - -These changes are intended to have the HoS take over the position as the commander of security, staying within security and having general knowledge of the security situation on station. - -The warden on the other hand is placed in more of a second in command position, and on green is expected to work with the service department on getting food for prisoners, work with the fine system, and take reports at the front desk. - - -## Administrative & Server Rule Impact (if applicable) - -The tools throught this document should not be given to non-command members (or even other command members) without serious reasoning for it in round, as with current command item restriction rulings. - -For the paperwork, it should not be considered as a primary signal for command ineptitude, as it is intended as a tool for teaching, or otherwise going above in the role. In a "real" scenario involving emergancies such as is emulated in space station, most of the "emergancy" paperwork would not be done minuets after the incident, but rather after the chaos has ended. This is especialy true of the "emergancy report" paperworks, but even for standard paperwork during an emergancy. This however can also be called off by the captain in-round directly through red-alert SOP suspention as listed in the main SOP Workgroup document to further highlight this. - -Lastly the HoS will be held to the same standard of all of command when it comes to combat. Just as the captain can give orders to security, but is not to act like a security officer, the HoS too is not to go out and fight without extenuating circumstances otherwise (such as a station ending threat coming to a head, or a low-population station/security force). - -## Technical Considerations - -Various tools will have to be coded/re-coded as per the tools statements, and the paperwork printer will have to be implemented as per the Station regulations doc. - -Additionally implementation of fillable form fields will assist greatly in this. - -The various gear mentioned throughout will also need coding, as these hook into existing systems it is unlikely they will need special considerations with the exception of the panopticon helmet. From 99cc4335020d0437f6571aa682ad2253b76f432b Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Tue, 16 Jun 2026 17:37:53 -0600 Subject: [PATCH 07/10] Create Stage-Med.md I sat down to do it. --- src/design-proposals/Stage-Med.md | 234 ++++++++++++++++++++++++++++++ 1 file changed, 234 insertions(+) create mode 100644 src/design-proposals/Stage-Med.md diff --git a/src/design-proposals/Stage-Med.md b/src/design-proposals/Stage-Med.md new file mode 100644 index 00000000..e84bd192 --- /dev/null +++ b/src/design-proposals/Stage-Med.md @@ -0,0 +1,234 @@ +# Short, Properly Capitalized Title + + +| Designers | Implemented | GitHub Links | +|---|---|---| +| Scrambleking | :x: No | TBD | + +## Overview + +This design doc provides an over-view of what stage based healing in medical would look like. +It does not seek to provide a true "status med" with limb damadge, wound types, infectsions, ect. +Instead it is designed to work within the existing mechanical framework to provide a more cohesive system that can be used in the sorter term with more depth. + +## Background + +Cyber-Med is lost, and there still is no true status-med document, so this document will not take them into account. + +This Document will also not be considering the addition of "diseases". + +This document is designed taking into account the push to lean into species having more negative unique points around them. + +This document is also designed around the push for a more intensive and slower healing process. + +## Features to be added + +### "Treated" and passive healing (all roads lead to RMC) + +Passive healing is entierly removed, repalaced with the type of damadge being "treated". +"Treated" wounds heal very slowly till the person is entierly cured. + +As Vox-Boxes have become standard to be mapped in, even the vox's poison healing will be removed. + +Only Bloodloss and Airloss will heal passively as they do now, being healed when the need is satisfied, they do however have a decreased base rate of healing. + +### Applying "treated" + +Topicals are the primary way of applying "treated" to a patient's wounds. +Ointment provides "treated" to heat and shock burns. +Gauze provides "treated" peircing and slashing. +Bruise packs are removed. +Showers provide "Treated" to radiation. + +Healed through "Treated": +1. Heat +2. Shock +3. Peircing +4. Slashing +5. Radiation + +Not healed through "Treated": +1. Bruise +2. Cold +3. Caustic +4. Poison +5. Genetic +6. Bloodloss +7. Aspyxiation + +### Bedrest + +Laying in a bed ("bedrest") provides passive healing to certain damadge types that cannot be "treated". +The healing of "bedrest" healing is the same speed as being "treated". + +Bloodloss and Airloss healing are increased by bedrest, including hastening blood regeneration. + +Healed through "Bedrest": +1. Bruise +2. Cold +3. Poison +4. Blood levels +5. Bloodloss +6. Asphyxiation + +Not healed through "Bedrest": +1. Heat +2. Shock +3. Peircing +4. Slashing +5. Caustic +6. Radiation +7. Genetic + +### Pill chems + +Pill chems are a sub-set of chemicals that have sub-1 OD limits, often closer to .5, and injest slowly. +They do, however, last an extended amount of time and alow the patient to continue to do their job and heal with 2-3 perscribed doses. +Given their light nature, they are also much more efficient on chem chost than standard chemical treatments. +They lose efficientcy on patients above 25 in the given catagory. + +In addition to these changes, pills will be capped at 1u per pill. + +Chronic perscriptions (such as psicodone) are in this catagory + +Healed through "Pill Chems": +1. Heat +2. Cold +3. Shock +4. Caustic +5. Bruise +6. Poison +7. Radiation + +Not healed through "Pill Chems": +1. Peircing +2. Slashing +3. Genetic +4. Bloodloss +5. Asphyxiation + +### IV chems + +IV chems are simular to pill-chems, but with faster injestion times, have the downside of severely increasing thirst and work best in the 150-25 damadge range. +This encourages them to be mixed with Saline solutions in IV drips to counteract the loss of water. +They are aproximately as efficient + +Healed through "IV chems": +1. Heat +2. Cold +3. Shock +4. Caustic +5. Bruise +6. Peircing +7. Slashing +8. Poison +9. Radiation +10. Bloodloss +11. Asphyxiation + +Not healed through "IV chems": +1. Genetic + +#### Saline and Blood + +Blood is no longer replenished by saline, though IVs can still be used to directly inject blood. +Medical will instead be encouraged to set up blood drives to replenish it's blood reserves as incidents happen, and use chems to keep the patient stable until their blood is replenished. + +### Emergancy Chems + +"Emergancy Chems" are chems intended to work with syringe or single use injector based delivery systems. +They have higher ODs around 15, staying in the patient's system for an extended period of time, and will work best around 200-150 damadge. +These chemicals are built to mostly stabilise patients, rapidly bringing their damadge within acceptable ranges, and having airloss stabilisation. +These are also vastly more expensive as a chemical, requiring extensive work in chem to make. + +Healed through "Emergancy Chems": +1. Heat +2. Cold +3. Shock +4. Caustic +5. Bruise +6. Peircing +7. Slashing +8. Poison +9. Radiation + +Not healed through "Emergancy Chems": +1. Genetic + +### Cryogenic Chems + +Cryogenic chemicals heal a catagory of damadge on the living or dead. +The tube prevents rot while working, simular to stasis beds. +The chemicals are reletively exensive, being intended for use on "important" people (See your insurance provider to see if you are covered). +This is also where blood regenerating chems are, further speeding up treatment times. + +Healed through "Cryogenic Chems": +1. Heat +2. Cold +3. Shock +4. Caustic +5. Bruise +6. Peircing +7. Slashing +8. Poison (Living) +9. Radiation (Living) +10. Bloodloss +11. Asphyxiation +12. Blood levels (Living) + +Not healed through "Cryogenic Chems": +1. Genetic + +### Pyrogenic Chems + +Pyrogenics chemicals rapidly heal damadge on living or dead patients. +Every chemical used in pyrogenics is vastly more exensive than other chemical treatments aside from Exotic chemicals, and tend to have side effects to their use. +This is also the only way to heal Genetic damadge, and the chem to heal it is comparitively cheeper than other pyrogenics as a result. +Pyrogenics are also generaly a 2 stage process, as the heat of the fluids severly burns the patient inside. +After initial treatment, a secondary treatment of burn healing compounds is required that reacts negatively with other pyrogenic fluids if mixed. + +Healed through "Pyrogenic Chems": + +Every form of damadge can be healed through "Pyrogenic Chems" + +### Botanical Chemicals + +Botanical chemicals are precursors to powerful chemicals such as Cryogenics, Pyrogenics, and Exotic chemicals. +On their own they have moderate-light healing effects that almost always come with side effects, and as such must be refined through chemical processing to become stronger. +Balanced varies depending on what type they are, but without refinement are stated to below the "pure chem" equivilent. + +### Exotic chemicals + +Exotic chemicals are vastly more expensive than any other chemical. +Generaly requireing a level of pre-planning that extends past the shift itself, AKA chemsheets. +Requires a strictly limited chemical (EG 10u in the CMO's locker, or found by salvage/telescience). +Requires tie-in chems brought in from Botany and Atmospherics. + +### Genetic damadge + +Genetic damadge is to be altered slightly, to better fulfil the way its intended as a "meta punishment". +As such every minuet genetics damadge will increase by 10% of its current value until cured. +The only way to cure genetic damadge is through the use of pyrogenics, which are costly and require after care. + +### Antagonists + +Most antagonists have a way of getting healing already, but chems may have to be made to specificaly assist certain antagonists with longer term sustain such as nukies getting "interdyne chems" that upgrade from a standard chem type. + +## Game Design Rationale + +This is designed around keeping the flow of patients in medical at a slower pace than what it is currently, leaning more towards realism in time spent especialy as we have multi hour rounds. +Through the use of diffrent stages people are encouraged to come in when they are injured, rather than letting fester and require stronger treatments. +Additionaly the use of stages keeps the treatment process more interesting to medical personel who now have to ensure the patient is reciving the correct treatment for their given damadge type and health. + +## Roundflow & Player interaction + +This will mean patients are often in medical for longer for more sever damadges, but for lesser damadges it may lead to shorter medical times through the application of "Pill Chems". +People will however have to more frequently visit medical for injuries with the removal of natural regeneration. + +## Administrative & Server Rule Impact (if applicable) + +This has very little impact on the rules, though it may require a higher level of compitancy/teaching from the CMO. + +# Technical Considerations + +The only things that would need to explicitly be programmed outside of YAML is "treated" versus "untreated". From 14846c83cd7bf13439647bbb2a69dba0ad05b011 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Tue, 16 Jun 2026 17:39:58 -0600 Subject: [PATCH 08/10] Update Stage-Med.md --- src/design-proposals/Stage-Med.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/design-proposals/Stage-Med.md b/src/design-proposals/Stage-Med.md index e84bd192..1cf0fd07 100644 --- a/src/design-proposals/Stage-Med.md +++ b/src/design-proposals/Stage-Med.md @@ -89,7 +89,9 @@ They lose efficientcy on patients above 25 in the given catagory. In addition to these changes, pills will be capped at 1u per pill. -Chronic perscriptions (such as psicodone) are in this catagory +Chronic perscriptions (such as psicodone) are in this catagory. + +It should be noted that moths cannot interact with Pill chems as they cannot injest pills. They will have to add it to water or finish being treated within medical. Healed through "Pill Chems": 1. Heat From 82adac0c9de23c2131349b637963ff0f1bada4b3 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Tue, 16 Jun 2026 18:36:52 -0600 Subject: [PATCH 09/10] Update Stage-Med.md --- src/design-proposals/Stage-Med.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/Stage-Med.md b/src/design-proposals/Stage-Med.md index 1cf0fd07..e88b2298 100644 --- a/src/design-proposals/Stage-Med.md +++ b/src/design-proposals/Stage-Med.md @@ -1,4 +1,4 @@ -# Short, Properly Capitalized Title +# Stage Based Treatment | Designers | Implemented | GitHub Links | From 6f046ad1730d6e05bd0b876c969f1c1afa8c153d Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Wed, 17 Jun 2026 12:50:33 -0600 Subject: [PATCH 10/10] Spelling --- src/design-proposals/Stage-Med.md | 86 ++++++++++++++++--------------- 1 file changed, 44 insertions(+), 42 deletions(-) diff --git a/src/design-proposals/Stage-Med.md b/src/design-proposals/Stage-Med.md index e88b2298..0b564c74 100644 --- a/src/design-proposals/Stage-Med.md +++ b/src/design-proposals/Stage-Med.md @@ -8,8 +8,8 @@ ## Overview This design doc provides an over-view of what stage based healing in medical would look like. -It does not seek to provide a true "status med" with limb damadge, wound types, infectsions, ect. -Instead it is designed to work within the existing mechanical framework to provide a more cohesive system that can be used in the sorter term with more depth. +It does not seek to provide a true "status med" with limb damage, wound types, infections, ect. +Instead it is designed to work within the existing mechanical framework to provide a more cohesive system that can be used in the shorter term with more depth. ## Background @@ -25,8 +25,8 @@ This document is also designed around the push for a more intensive and slower h ### "Treated" and passive healing (all roads lead to RMC) -Passive healing is entierly removed, repalaced with the type of damadge being "treated". -"Treated" wounds heal very slowly till the person is entierly cured. +Passive healing is entirely removed, replaced with the type of damage being "treated". +"Treated" wounds heal very slowly till the person is entirely cured. As Vox-Boxes have become standard to be mapped in, even the vox's poison healing will be removed. @@ -36,14 +36,14 @@ Only Bloodloss and Airloss will heal passively as they do now, being healed when Topicals are the primary way of applying "treated" to a patient's wounds. Ointment provides "treated" to heat and shock burns. -Gauze provides "treated" peircing and slashing. +Gauze provides "treated" piercing and slashing. Bruise packs are removed. Showers provide "Treated" to radiation. Healed through "Treated": 1. Heat 2. Shock -3. Peircing +3. Piercing 4. Slashing 5. Radiation @@ -58,7 +58,7 @@ Not healed through "Treated": ### Bedrest -Laying in a bed ("bedrest") provides passive healing to certain damadge types that cannot be "treated". +Laying in a bed ("bedrest") provides passive healing to certain damage types that cannot be "treated". The healing of "bedrest" healing is the same speed as being "treated". Bloodloss and Airloss healing are increased by bedrest, including hastening blood regeneration. @@ -74,7 +74,7 @@ Healed through "Bedrest": Not healed through "Bedrest": 1. Heat 2. Shock -3. Peircing +3. Piercing 4. Slashing 5. Caustic 6. Radiation @@ -82,16 +82,16 @@ Not healed through "Bedrest": ### Pill chems -Pill chems are a sub-set of chemicals that have sub-1 OD limits, often closer to .5, and injest slowly. -They do, however, last an extended amount of time and alow the patient to continue to do their job and heal with 2-3 perscribed doses. -Given their light nature, they are also much more efficient on chem chost than standard chemical treatments. -They lose efficientcy on patients above 25 in the given catagory. +Pill chems are a sub-set of chemicals that have sub-1 OD limits, often closer to .5, and ingest slowly. +They do, however, last an extended amount of time and alow the patient to continue to do their job and heal with 2-3 prescribed doses. +Given their light nature, they are also much more efficient on chem cost than standard chemical treatments. +They lose efficiency on patients above 25 in the given category. In addition to these changes, pills will be capped at 1u per pill. -Chronic perscriptions (such as psicodone) are in this catagory. +Chronic prescriptions (such as psicodone) are in this category. -It should be noted that moths cannot interact with Pill chems as they cannot injest pills. They will have to add it to water or finish being treated within medical. +It should be noted that moths cannot interact with Pill chems as they cannot ingest pills. They will have to add it to water or finish being treated within medical. Healed through "Pill Chems": 1. Heat @@ -103,7 +103,7 @@ Healed through "Pill Chems": 7. Radiation Not healed through "Pill Chems": -1. Peircing +1. Piercing 2. Slashing 3. Genetic 4. Bloodloss @@ -111,9 +111,9 @@ Not healed through "Pill Chems": ### IV chems -IV chems are simular to pill-chems, but with faster injestion times, have the downside of severely increasing thirst and work best in the 150-25 damadge range. +IV chems are similar to pill-chems, but with faster ingestion times, have the downside of severely increasing thirst and work best in the 150-25 damage range. This encourages them to be mixed with Saline solutions in IV drips to counteract the loss of water. -They are aproximately as efficient +They are approximately as efficient Healed through "IV chems": 1. Heat @@ -121,7 +121,7 @@ Healed through "IV chems": 3. Shock 4. Caustic 5. Bruise -6. Peircing +6. Piercing 7. Slashing 8. Poison 9. Radiation @@ -136,11 +136,11 @@ Not healed through "IV chems": Blood is no longer replenished by saline, though IVs can still be used to directly inject blood. Medical will instead be encouraged to set up blood drives to replenish it's blood reserves as incidents happen, and use chems to keep the patient stable until their blood is replenished. -### Emergancy Chems +### Emergency Chems "Emergancy Chems" are chems intended to work with syringe or single use injector based delivery systems. -They have higher ODs around 15, staying in the patient's system for an extended period of time, and will work best around 200-150 damadge. -These chemicals are built to mostly stabilise patients, rapidly bringing their damadge within acceptable ranges, and having airloss stabilisation. +They have higher ODs around 15, staying in the patient's system for an extended period of time, and will work best around 200-150 damage. +These chemicals are built to mostly stabilise patients, rapidly bringing their damage within acceptable ranges, and having airloss stabilisation. These are also vastly more expensive as a chemical, requiring extensive work in chem to make. Healed through "Emergancy Chems": @@ -149,7 +149,7 @@ Healed through "Emergancy Chems": 3. Shock 4. Caustic 5. Bruise -6. Peircing +6. Piercing 7. Slashing 8. Poison 9. Radiation @@ -159,9 +159,9 @@ Not healed through "Emergancy Chems": ### Cryogenic Chems -Cryogenic chemicals heal a catagory of damadge on the living or dead. -The tube prevents rot while working, simular to stasis beds. -The chemicals are reletively exensive, being intended for use on "important" people (See your insurance provider to see if you are covered). +Cryogenic chemicals heal a category of damage on the living or dead. +The tube prevents rot while working, similar to stasis beds. +The chemicals are relatively expensive, being intended for use on "important" people (See your insurance provider to see if you are covered). This is also where blood regenerating chems are, further speeding up treatment times. Healed through "Cryogenic Chems": @@ -183,54 +183,56 @@ Not healed through "Cryogenic Chems": ### Pyrogenic Chems -Pyrogenics chemicals rapidly heal damadge on living or dead patients. -Every chemical used in pyrogenics is vastly more exensive than other chemical treatments aside from Exotic chemicals, and tend to have side effects to their use. -This is also the only way to heal Genetic damadge, and the chem to heal it is comparitively cheeper than other pyrogenics as a result. -Pyrogenics are also generaly a 2 stage process, as the heat of the fluids severly burns the patient inside. +Pyrogenics chemicals rapidly heal damage on living or dead patients. +Every chemical used in pyrogenics is vastly more expensive than other chemical treatments aside from Exotic chemicals, and tend to have side effects to their use. +This is also the only way to heal genetic damage, and the chem to heal it is comparatively cheaper than other pyrogenics as a result. +Pyrogenics are also generally a 2 stage process, as the heat of the fluids severely burns the patient inside. After initial treatment, a secondary treatment of burn healing compounds is required that reacts negatively with other pyrogenic fluids if mixed. Healed through "Pyrogenic Chems": -Every form of damadge can be healed through "Pyrogenic Chems" +Every form of damage can be healed through "Pyrogenic Chems" ### Botanical Chemicals Botanical chemicals are precursors to powerful chemicals such as Cryogenics, Pyrogenics, and Exotic chemicals. On their own they have moderate-light healing effects that almost always come with side effects, and as such must be refined through chemical processing to become stronger. -Balanced varies depending on what type they are, but without refinement are stated to below the "pure chem" equivilent. +Balanced varies depending on what type they are, but without refinement are stated to below the "pure chem" equivalent. ### Exotic chemicals Exotic chemicals are vastly more expensive than any other chemical. -Generaly requireing a level of pre-planning that extends past the shift itself, AKA chemsheets. +Generally requiring a level of pre-planning that extends past the shift itself, AKA chemsheets. Requires a strictly limited chemical (EG 10u in the CMO's locker, or found by salvage/telescience). Requires tie-in chems brought in from Botany and Atmospherics. -### Genetic damadge +### Genetic damage -Genetic damadge is to be altered slightly, to better fulfil the way its intended as a "meta punishment". -As such every minuet genetics damadge will increase by 10% of its current value until cured. -The only way to cure genetic damadge is through the use of pyrogenics, which are costly and require after care. +Genetic damage is to be altered slightly, to better fulfil the way its intended as a "meta punishment". +As such every minute genetic damage will increase by 10% of its current value until cured. +The only way to cure genetic damage is through the use of pyrogenics, which are costly and require after care. ### Antagonists -Most antagonists have a way of getting healing already, but chems may have to be made to specificaly assist certain antagonists with longer term sustain such as nukies getting "interdyne chems" that upgrade from a standard chem type. +Most antagonists have a way of getting healing already, but chems may have to be made to specifically assist certain antagonists with longer term sustain such as nukies getting "interdyne chems" that upgrade from a standard chem type. ## Game Design Rationale -This is designed around keeping the flow of patients in medical at a slower pace than what it is currently, leaning more towards realism in time spent especialy as we have multi hour rounds. -Through the use of diffrent stages people are encouraged to come in when they are injured, rather than letting fester and require stronger treatments. -Additionaly the use of stages keeps the treatment process more interesting to medical personel who now have to ensure the patient is reciving the correct treatment for their given damadge type and health. +This is designed around keeping the flow of patients in medical at a slower pace than what it is currently, leaning more towards realism in time spent especially as we have multi hour rounds. +Through the use of different stages people are encouraged to come in when they are injured, rather than let fester and require stronger treatments. +Additionally the use of stages keeps the treatment process more interesting to medical personnel who now have to ensure the patient is receiving the correct treatment for their given damage type and health. ## Roundflow & Player interaction -This will mean patients are often in medical for longer for more sever damadges, but for lesser damadges it may lead to shorter medical times through the application of "Pill Chems". +This will mean patients are often in medical care for longer for more severe damages, but for lesser damages it may lead to shorter medical times through the application of "Pill Chems". People will however have to more frequently visit medical for injuries with the removal of natural regeneration. ## Administrative & Server Rule Impact (if applicable) -This has very little impact on the rules, though it may require a higher level of compitancy/teaching from the CMO. +This has very little impact on the rules, though it may require a higher level of competency/teaching from the CMO. # Technical Considerations The only things that would need to explicitly be programmed outside of YAML is "treated" versus "untreated". + +