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Rework Medical items.

Hello, just some suggestions and wondering if medical has been touched at all in a long time.

Right now, the medpaks are really expensive and a one time use, no matter what size.

The next up is insanely expensive and not something most would walk around with.

If this touches to much IC please nuke the thread or edit the original text.

I'm wondering if medpaks could have more uses for their price, or just lower in price.

Or new things? Anything really.

Discuss.

Buff medkits, or at least add more elaborate versions. Add epinephrine syringes you can jab into people who are dying (but not necksnapped/dead) to prolong the time you can get them to a hospital dramatically, or on a critically successful medical roll, revive them -temporarily- before they crash back out.

Flash-cloning already exists, give people the ability to go to a hospital, pay a fee, and have a limb cloned and re-attached to their body. (This means you can dismember people more freely without forcing them to commit suicide or get expensive chrome to replace stuff like tongues, teeth, lips, ect) With the advent of cloning whole bodies, partial cloning like this should be super easy and extremely cheap, even for complex organs.

In corporate areas, there should be mounted wall defibs in certain junction areas, and near security rooms. These exist in real life.

Kitbags have had a price reduction recently, which makes them a lot more accessible than they were. Not perfect, but I think it is better than how it once was. Maybe the battery needs to be looked at next if anything.

Large medpaks being a one-time use sounds like it may be an oversight. They didn't used to be that way. Maybe the changes to bleed heals did not take medpak size into consideration and assumed all medpaks were the basic ones that were one-use anyways.

It's not just for stopping bleeding, just patching up does the same thing, leaves so little in them you can't use them anymore.
I never had direct experience but the usage rates on the medpaks seemed incredibly off to me, I remember players hoarding medpaks for gang fights and there still being not even close to enough applications. I do think this is kind of a major entryway into the game for a lot of new characters and having something that could be a little more 'theirs' as a tool might feel more meaningful, I feel now like they're somewhat balanced around non-medics using them as consumables, more than medical tools of the trade.

It would be a big increase but would make a lot of sense to me to have the smallest medpaks good for a day's work (call it a single gang fight's worth) and large medpaks good for a week's (2-3 of the above) which would of course be many, many, many times the applications they have now (like 15x?), but it's pretty reasonable I'd say given the huge empty gap between them and the kitbags. Also they're huge.

I also think Be Alive shots make sense and would cover a currently non-addressable niche which is when characters are maximally depleated and the only option is to carry them which is fine but a Not Hulking Bruiser option wouldn't hurt.

It hink lowering the price for medpaks might be a good starting point. Maybe.

I don't think increasing the number of uses is for the best, though. I think one of the ideas is to not just have something cheapish that can heal groups of people up all the way. Making it so people might have to break off and become more vulnerable and more opportunities for danger and conflict.

The shot to keep people in a resurrectable state for a minute or two longer would maybe be something cool and beneficial.

Tongues, teeth etc being fixed by doctors has been something that's historically been done. But I don't think we should introduce the idea of insta-cloning limbs rather than getting chrome or living without them. This is already experiences a lot of no-selling by people in different forms, imo. I'd prefer it not become something that's just 'eh, shrug, let me go get it cloned real fast'.

Lasting consequences are important and good RP.

I would also ask that any new medicines be crafted by chemists. I still think the current patches should be craftable. If a 'keep alive' shot becomes a thing, that too should be craftable. I think chemists are pigeonholed into being cash cows that produce the same few money makers forever, instead of being helpful support characters to know beyond just making money.
I think one of the ideas is to not just have something cheapish that can heal groups of people up all the way.

That's a fair point, though the issue I am seeing (or I don't know if it's an issue really but it seems to be frustrating for the medics) is a somewhat typical situation faced by them (ie. a couple of bleeding and unconscious gangers) results in them just bypassing the paramedic fantasy entirely and being body draggers because there isn't even a hope of enough on-site treatment being available.

These medpaks really were originally balanced around people treating themselves for the longest time, so one application made a lot more sense for the era… but moving them to 3rd party treatment probably should have included some tweaks.

Also just to speak generally on the topic a moment, rather than about medpaks or other items. I can't speak for any players currently playing medics or doctors, but I can speak about the IC discussions I've had over the years with a sizable number (5-6) of medical characters about their pie-in-the-sky ambitions for themselves. Several of them no long play so I feel I should share those once held perspectives.

All of them, with some variations and personal touches, had similar types of dreams they were in pursuit of in their careers; namely their own medical practice and also once which was mobile so they could treat on-site in an exciting way. Medical characters now can correct me about this if I'm wrong but it almost seems to me that we do the opposite track that so many doctors seem to aspire towards, that they have barely any on-site gameplay to begin with and get more and more contained to fixed locations they have no real ownership or agency over. When was the last time anyone was even able to drive an ambulance, let alone owning one?

To a large degree I think this is a symptom that medical characters have always been understood and balanced as a background to combat characters, the experience and balance of the combat came first and the experience of the medical characters was at most an afterthought. Medicine in Sindome has the superficiality of depth but I don't think having a lot of items associated with it makes it fun necessarily or serves the fantasy of being a responding medic riding the line between life and death. It may be impractical to talk about new systems or new mechanisms for gameplay for them now, but I think it's completely practical to approach ideas for them with existing vehicles, existing places, job roles, and their extant tools that could do a lot to improve their fun and fantasy without that much development effort.

Again medical characters can chime in against this opinion if I'm off the mark but it seems to me an obvious way to enable this would be to make medical characters more present in the field and more and more enabled to handle treatment there as they progress in skill and career, rather than the opposite.

I had a longer post but I realized I could trim it down to an important question: are medpaks coded to work via x amount of uses or x amount of healing done? I think that's the critical question, one that maybe shouldn't get an answer on the board. But maybe two separate types of medpaks, one working off a different rule each, would be good.

Take no offense 0x1mm but for once I agree with you, I do.

You laid it out nicely.

What if medical personnel got a discount on medical chrome and kits instead? Just spitballing.
Bumping this since I think this conversation should be revived! Medical characters do feel like they're kind of background roles and it's discouraging a bit when it feels like combat is like the main attraction. The science-y type characters are just supporting roles and don't get much time to shine most of the time other than to act as aids to the meatheads.
I'm plus one on this, 0x1mm makes a really good point about medics, I can RP all day in a clinic but seriously I want to be able to be ON SITE taking risks. I get that a lot of medics are non combat and are supoosed to be out of the way, but there SHOULD be options for medics to be on site. To be STREET MEDICS. I know we have an ambulance but i've never seen it used and I feel like the second someone has access to the ambulance it's going to put all other medics/nurses at a HUGE disadvantage. The ambulance can be a "Safe" place for healing like a mobile clinic, but there should be cheaper options for beginer medics to be mobile. Kitbags and the defib hands are great for LATE GAME medics, but give the newts something to get them out of the clinic that doesn't cost half their paycheck for one bleed.
I just want to keep this topic a bit fresh for all the medics making a go of it, and offer what I think may be one of the problems with both the archetype and all its associate gear which is there are so many objects when it comes to medical roleplay and gameplay, it feels as though it comes from a slightly older era where one single object was going to be used to do one single command verb but also with the problem compounded with all these objects being priced out of alignment with other tools in the game. As a result an enormous amount of the mechanics for medical archetypes are invisible to them as they sit on so many rare objects, I would compare this to having different sorts of grappling require each a different special glove depending on whether a combat character was trying to grab, choke, drag, or lift someone.

Put more simply, there's too much stuff with too little functionality between it for what it all costs, and I feel this silos medical roleplay either into a gear (and mechanics) lite dragger play or gear-heavy ivory tower cyberneticist (due to how valuable and difficulty all of it is to collect together to squeeze some gameplay out of it).

More specifically I believe biochip reticulators, cyberware multitools, synaptic stimulators, optic modulators, appendage surgery rig, and occiptal foreceps, and acoustic reticulator should be either collapsed into two items (e.g. cyberware surgery mutltool and universal reticulator) or have their prices adjusted so that they could all be reasonably purchased together as a kit (something like a 75% reduction in price). Each of these has a tiny amount of mechanical gameplay tied to it but having so many of them means a huge chunk of actual medical verbs get isolated on very niche and expensive equipment.

Likewise I think nanite hive repair kits and neurolink debugging kit should either be one object or priced as though they could be purchased as one (ie. halfed). Likewise the MedRite syringe and the nanogenic hypodermic.

There is a lot of actual mechanics available for this of roleplay and I don't think it needs to be walled off with high costs and difficult to acquire tools. The days of cyber medicine being a money printer for PCs are long, long past and so I'd say their gear deserves a bit of a specific look over.

A multitool would be awesome. Or even a chrome multitool, like an installed multitool in your hand.

Would also be useful for any aspiring ripper if they didn't have to collect all of the tools. For legit cyberdocs, the tools tend to be part of their work place anyway.

Medpak healing consumes 1 use, but stabilizing was taking 5, which was weird, because small medpaks only have 2 uses. I've changed stabilize to only consume 1 use of a medpak. Healing already only consumed 1 use.