lizardqueenlexi / orbstation

The official repository of the Orbstation SS13 server, a fork of /tg/station.
https://www.orbstation.space/
GNU Affero General Public License v3.0
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Removes Cybernetic Implants from the medical lathe #547

Closed Enbyy closed 1 year ago

Enbyy commented 1 year ago

About The Pull Request

This Pr removes all implants from the medical lathe. You can now only print them in robotics.

This PR doesn't touch cybernetic organs or the medical hud. These are important for medical and it make sense for medical to have access to them.

Why It's Good For The Game

Putting cool implants in people is part of robotics niche. Medical already does a lot and they shouldn't be able to just print the implants and go around research. We've had robotics more often than not, and at least 1 person in science the vast majority of rounds for a couple months now so i'm comfortable making this change knowing that in the vast majority of rounds it won't be cutting the station off from a subsystem. We don't always have a roboticist and while augments are requested more than genetic powers, they're still not used often enough that on the of chance there's no one to print augments in science, it'll be very missed. In that case, they wouldn't be researched anyway so it doesn't matter that medical can't print them.

This PR is the first in a series of PRs i'm making that will be fleshing out implants and cybernetics and making it a larger part of Robotic's job.

Changelog

:cl: balance: Medical can no longer print cybernetic implants. :cl:

SansSarif commented 1 year ago

i feel like if you're going to remove the ability of medical to print implants, you should give them the ability to print cybernetic limbs. that way you're clearly demarcating one space for rebuilding individuals and one place for altering individuals.

i don't necessarily agree with removing the limited number of implants from medical (as medical already has access to a bunch of science operations to alter players) but am more worried about redundancy (usually we have 0-1 roboticist, and if they are a traitor, all of robotics is functionally unavailable to players, which makes them likely even more niche.)

Enbyy commented 1 year ago

i feel like if you're going to remove the ability of medical to print implants, you should give them the ability to print cybernetic limbs. that way you're clearly demarcating one space for rebuilding individuals and one place for altering individuals.

i don't necessarily agree with removing the limited number of implants from medical (as medical already has access to a bunch of science operations to alter players) but am more worried about redundancy (usually we have 0-1 roboticist, and if they are a traitor, all of robotics is functionally unavailable to players, which makes them likely even more niche.)

This would be counterintuitive imo. The point is to make sure that robotics can have their niche and not get creeped on by medical, a department which already does a lot. Adding the robotics limbs to medical would do that in an even worst way than having the implants in medical. Robotic limbs are a even bigger point of robotic's niche than implants and they are something that are needed often. Adding these to medical will allow medical to just circumvent another department and this is not a good thing.

lizardqueenlexi commented 1 year ago

If other folks want this I don't have a huge issue with it, but I'm going to go ahead and voice my own disagreement here. Mainly, I feel that cybernetics are meant to be the midway point between robotics and medical. It falls under both niches - upgrades given surgically are already a thing medical does, as is swapping out body parts and the like. I don't think it hurts a single thing to have them available to both - it's not like doctors occasionally printing implants somehow hurts the roboticist or makes them less important, because the roboticist is not the "cyberneticist".

Besides, roboticists have a full three systems (cyborgs, mechs, MODsuits) that no one else really has access to, so I think it's fine to share the one that falls partly outside their defined wheelhouse. I don't really think exclusivity is the answer here - at least not without the actual cybernetics expansions I know you have planned.

Or-Fi-S commented 1 year ago

medical is also the place for medically enhancing people. it's fine if medical and robotics have an overlap in putting enhancing metal things in people, that opens up how many jobs can take this gimmick/role that inherently overlaps. but like, filling people with crazy implants is the kind of thing i would expect from a sci-fi doctor. it's like, medic tf2's gimmick.

it's outside this pr, but i agree with sans that i would want cybernetic limbs to be printable in medbay. they would still be missing key parts to make a cyborg, but it would give them key parts for reassembling people.

SansSarif commented 1 year ago

This would be counterintuitive imo. The point is to make sure that robotics can have their niche and not get creeped on by medical, a department which already does a lot. Adding the robotics limbs to medical would do that in an even worst way than having the implants in medical. Robotic limbs are a even bigger point of robotic's niche than implants and they are something that are needed often. Adding these to medical will allow medical to just circumvent another department and this is not a good thing.

ok, but we need to stop specifically here. robotics is a sub-department of science, and science has many responsibilities and job things that are not overlapping with medical. robotics also has a lot of responsibilities that aren't covered by medical. we do not particularly think that the capacity for robotics to install implants being shared with the doctor's ability to install implants, especially where this is a shared role and is kept behind a science specific activity (research, and also experiments,) encroaches on science as a whole. because i do want to emphasize that robotics is not it's own department, in the same way that chemistry isn't it's own department. it is a sub-department of science, and needs to be treated holistically as part of the science systems. i don't think this helps anything except to make implants more rare, as implants are already fairly rare as the ones most people want tend to be hidden behind "weapons development" research which is a very significant points-sink.

i do not think this enriches the game in a useful way, and i do not think it should be merged.