Closed FGRemastered closed 3 years ago
I'm not keen on this idea for the following reasons:
For surgeries that install/remove implants, this would require the MedPod have input slot(s) for the implant items and medicine. This is beyond both the original scope of the mod and my own capabilities, and also means players will start asking for MedPods that require consumables to operate in general.
For surgeries that harvest organs, this would essentially turn the MedPod into a money printer (i.e. non-fatally harvest organ -> allow MedPod to restore organ -> repeat ad infinitum). While there's nothing stopping players from harvesting the organs first while the pawn is on a regular medical bed and then letting the pawn recover enough to walk over to a MedPod, at least the current implementation makes that exploit a hassle.
As versatile as the MedPod is, I don't want to make medically-trained pawns completely redundant in a colony.
I didn't think of that. Makes sense.
As you seem to be open to suggestions, there would be the option to completely remove the need for medically trained pawns by creating a Pod that can do surgeries or adding that capability to the existing MedPod. (Maybe the feature would be limited to the MedPod Lux.)