Mind Stone Posted November 9, 2020 Share Posted November 9, 2020 (edited) -Support And when there are no medics on? I mean I hardly see medical late into the night when security still are on. This suggestion just seems unneeded. Edited November 9, 2020 by Mind Stone Retired LCZ Manager : Pingas Link to comment Share on other sites More sharing options...
[GL] Mike Posted November 9, 2020 Share Posted November 9, 2020 1 hour ago, Dragin said: Well generally not a lot of people are on in the morning especially anyone who can give GenSec perms to go in armory anyways so I don't see you argument however But maybe allow bandages and quick clots to make it more tedious there for encouraging people to goto medbay? A majority of people go to get quicklots anyway as they are quicker. Also Gensec still need NCO perms to leave D-Block in early morning anyways so thats my argument 1 Link to comment Share on other sites More sharing options...
CanOBeanz Posted November 9, 2020 Share Posted November 9, 2020 +Support/-Support We've gone back and forth on putting medical supplies into the armory and taking them out, all to try to help Medical branch, but we haven't had much success with this. The fact of the matter is, when we removed the medical supplies from the Armory last time, it was shown that there was too much need for healing that the medical branch simply wasn't fulfilling, and thus the suggestion got made & approved to have medical supplies added back again to armory. I'm not really sure how we can get people to more reliably rely on medbay for healing, but it seems that removing all healing items from armory tends to cause more problems for everyone which weigh a bit more heavily than the problems caused by having the supplies available in the armory. O5-9: "Misfortune" A.K.A. "Mr. Unlucky" "Accidents Happen-- Mostly to me!" Link to comment Share on other sites More sharing options...
Disgraced Merchant Posted November 10, 2020 Share Posted November 10, 2020 +/-support Honestly, if someone could make it so Medical Supplies can ONLY be bought from vendors in Mebays, then that would work for me Link to comment Share on other sites More sharing options...
ZJ Posted November 10, 2020 Share Posted November 10, 2020 -support, while I wish medical was more active it simply isn't at all times. | SEC Armored Shield 1LT Wardens WC DHFTO | SVFTO Elite Medic | SVFTO Maintenance Expert | Xray 42 | E11 CPL | Nu7 CPL | D5 PVT Link to comment Share on other sites More sharing options...
Sacrificed Mind Posted November 10, 2020 Share Posted November 10, 2020 +/- support leaning towards - At most of the times, I don't see anyone able to heal me nor logged on as medical and so, I always have to buy a medkit from the armory. Link to comment Share on other sites More sharing options...
Squash Posted November 13, 2020 Share Posted November 13, 2020 +Support If E11 can get a medical job, then its a yes from me. I hardly see Medics on, it would be nice to boost the activity from them. Foundation Archivist | Operations Supervisor | SCP-RP Senior Admin | Forums Diplomat | Support 1 | Link to comment Share on other sites More sharing options...
Kodaㅤ Posted November 15, 2020 Share Posted November 15, 2020 +/- Support - Would help improve medical activity - Would give medical stuff to do - D-Class Should be able to by medical supplies - What happens when no medics are on Nu7 CPT | Nu7 DHFTO | Head of Degeneracy | Former OH7 | | HSU #1 | Ex Nu7 MAJ | Ex DHFTO | Ex HSU Commissar | Link to comment Share on other sites More sharing options...
Jack (utility one) Posted November 16, 2020 Share Posted November 16, 2020 people seem to use the argument, which is valid but this suggestion is actually helping, is medicals activity. The main reason for this suggestion to help Medicals activity by not having any competition. Currently no one gives a fuck about medical and don't ever go to medbay, this has ALWAYS been an issue with players on the server, new and old. This suggestion is to help create incentive for members of medical to get more active. 1 way of helping both sides of this argument is to have medical supplies removed from armory and moved to a NPC inside both methbays selling supplies there, these supplies will cost MUCH more then the ones currently in place, still allowing people to get medical supplies in-case of a lack of medical members AND will have people go to medbay to get healing from a medical members. This will make it where people will be forced to go to medbay no matter what instead of just forgetting about it. NOTE: The underlined text is the main point I'm making! There are gods in Alabama: Jack Daniel's, high school quarterbacks, trucks, big tits, and also Jesus. Link to comment Share on other sites More sharing options...
Dak/Marty Posted November 16, 2020 Share Posted November 16, 2020 (edited) While I see where this idea of a post comes from, in the form of making a reason for pTo layers to join and play in the medical branch, all this would do would cause mayhem when there are not people on to play the roles. I understand that this is to get more and more people on to actually play said roles but the current meta of the server is mainly combat based and not many people like to play the roles that don't get heavily involved in combat i.e. Medical, or Utility. They would rather join the bigger branches like Gensec, MTF, or CI (Or you could be like me and just play on your ccs all the time). Not to mention as many have said some branches don't have medical roles for healing when medics in medbay are not avaliable or not online. On the other hand should this kind of change in the server would invalidate CCs with medkits as once you get past the few medical supplies you spawn with you're done with it and can't do anything without more supplies and making it harder for those who look to play and fight instead of sitting around for things to happen, even more bored or having less cause to want to fight. Now I am not against the idea but maybe not removing the ability of obtaining medical supplies, I would say making a special vendor for just the medical supplies be added and placed in a easy to reach spot for medical and a bit harder of a spot for those looking to obtain the supplies to use to heal after battle to continue fighting, I'd like to think maybe as a kind of checkpoint for the supplies as in retrospect there would be only 2 possible locations for such a vendor and thats inside medbay itself of which we only have 2 of on the map (LCZ and EZ) creation of such a vendor would also give new purpose to the medical combat units other than mowing down d class when necessary, as they would now be the main guard of this vendor to make it harder for those who wish to buy the items. As of now I am staying at a +/- Support depending on how the situation would be handled, for the outright removal of the ability to obtain medical supplies I am a - Support, however if there was a work around to make it simply a little harder to obtain the supplies and keep a way of obtaining them then I am at a + Support To reiterate - Supplies should just be harder to obtain rather than being available at every armory which there are 5-6 of them. - If possible maybe make a new NPC like the armor and weapon NPCs solely for the distrubution of medical supplies in the 2 medbays on the entire map. - While yes it would be great if medical was more active outright removing the ability to obtain supplies is not the way to go. Edited November 16, 2020 by Dak/Marty Marty Bringer of Mayhem | Foundation Killer | SCP Releaser | Link to comment Share on other sites More sharing options...
Kindred Posted November 17, 2020 Share Posted November 17, 2020 Maybe this will give incentive for people to play Medical now that they'll be a necessity if this change takes place. Why would someone play a non combatant medic when you can play an MTF Combat Medic? You think people want to sit in Medbay and do nothing? no they don't. Medics rarely do surgery anymore because people just buy medkits ad heal themselves or just use their branches combat medic, having medkits in armory take away the entire RP reason for Medics in the first place so it should be removed entirely from the armory. +Support Former | Nu-7 'Hammer-Down' Lieutenant Colonel | Head of Field Experts | Special Forces: Hammer and Sickle (Commissar Apollo) | ECRS, ERS, EBHM | Interim Head of FTOs Former | Maintenance Adept | MMF JAN 1 (Fabuloso) | Containment Specialist | FTO Former | Special Forces: 'Red Right Hand' OH4 (Kindred) Link to comment Share on other sites More sharing options...
a frog Posted November 17, 2020 Share Posted November 17, 2020 On 11/6/2020 at 4:51 PM, Bread said: What are you suggesting? - Remove Medkits and all of the medical supplies from the Armory. How would this change better the server? - Would encourage more use of medical-based classes/classes that already spawn with healing items. Are there any disadvantages of making this change to the server? If so, explain. - No. Who would this change mostly benefit? - Medical, any job with a medkit and can spawn med supplies. E11 1LT []FORMER CI MAJOR[]Former MTF OMICRON-9 CAPTAIN[]Former Janitorial Low Command[]Former E11 HCMD[Former overseer of D4,Former experimental, Former E4]"The fuck is a ethics committee?" Link to comment Share on other sites More sharing options...
GAM3 Posted November 18, 2020 Share Posted November 18, 2020 -support no, what about cc's tho? Link to comment Share on other sites More sharing options...
The CI Zero Posted November 18, 2020 Share Posted November 18, 2020 -Support This would make cc's and the money sunk into them go to waste. CI and MTF don't always have a medic on. Special ops will loose a big part of their kit. D class will have no way of recovering making already difficult riots almost impossible. Would give the feeling of people forcing themselves on medical just to keep their side alive. Medical activity is still good from what Iv'e seen people who do not have medkits go to medbay. Just wouldn't make much sense from a gameplay standpoint. "𝘕𝘰 𝘐 𝘢𝘪𝘯'𝘵 𝘴𝘤𝘢𝘳𝘦𝘥 𝘰𝘧 𝘭𝘪𝘷𝘪𝘯' '𝘊𝘢𝘶𝘴𝘦 𝘪𝘵'𝘴 𝘢𝘭𝘭 𝘸𝘦'𝘷𝘦 𝘨𝘰𝘵 𝘞𝘩𝘢𝘵 𝘢𝘳𝘦 𝘸𝘦 𝘣𝘳𝘦𝘢𝘵𝘩𝘪𝘯' 𝘧𝘰𝘳 𝘪𝘧 𝘸𝘦 𝘢𝘪𝘯'𝘵 𝘭𝘪𝘷𝘪𝘯'?" -Retired CI MAJ Zero Link to comment Share on other sites More sharing options...
BadAim Posted November 18, 2020 Share Posted November 18, 2020 How about instead of taking medkits from everyone, you just buff the medic's medkit? Give them an upgraded version of the HL2 one or something. Retired Imperial RP Super Admin and Grand General Link to comment Share on other sites More sharing options...
[GL] Zeus Posted November 18, 2020 Share Posted November 18, 2020 36 minutes ago, BadAim said: How about instead of taking medkits from everyone, you just buff the medic's medkit? Give them an upgraded version of the HL2 one or something. Im up for this. Former || SCP-RP: Commander of Epsilon-11 || Chaos Insurgency Captain || Senior Admin || Forums Diplomat || Rho-36 Arcane Autonomous Scout || Link to comment Share on other sites More sharing options...
[GL] Mike Posted November 18, 2020 Share Posted November 18, 2020 Today I stood in medbay for 10 Minutes waiting for healing. Every 2 Minutes or so I'd go /advert {F} Can a Medic flag up and heal me please? After the 10 Minutes I went and bought a medkit for myself as I couldn't go to fight CI on 35 HP. Maintaining my -Support Link to comment Share on other sites More sharing options...
a frog Posted November 18, 2020 Share Posted November 18, 2020 this: *get implemented* the ci delta command and saw bones spawning double the medic supplies and allows grunts to buy med kits so the deltas can buy healing for them and they become god -support E11 1LT []FORMER CI MAJOR[]Former MTF OMICRON-9 CAPTAIN[]Former Janitorial Low Command[]Former E11 HCMD[Former overseer of D4,Former experimental, Former E4]"The fuck is a ethics committee?" Link to comment Share on other sites More sharing options...
Bread Posted November 18, 2020 Author Share Posted November 18, 2020 MOTD Update! For those of you that play on the Foundation classes, the following change has been made: - If there are 4+ medical personnel online it is prohibited to purchase medkits. - Any class that naturally spawns with medkits are free to use and restock them at their discretion. No further responses are required. lol, lmao even Link to comment Share on other sites More sharing options...
Hoovy Posted November 19, 2020 Share Posted November 19, 2020 (edited) One of my original ideas for reviving medical (Like way way back in my DOU days) was to do this, but we quite quickly started to realize that we cant make a branch that's in an unstable activity state the key factor in deciding if LCZ / HCZ is lost or not. But seriously, I swear that I tried to do this like 4 times lmfao 11 hours ago, Bread said: No further responses are required. glad to hear they aren't required! Edited November 19, 2020 by Hoovy Former SCP:RP Event Team Leader (5/15/19 - 12/31/19) Current SCP:RP Head Administrator "I'll see you on the Dark Side of the Moon" Link to comment Share on other sites More sharing options...
Gunther Posted November 20, 2020 Share Posted November 20, 2020 On 11/7/2020 at 5:50 AM, [GL] Zeus said: Heavy -Support D class CCs and CI also need a lot of meds to stay alive in raids making it not very reliable to implement. Now to address the foundation part, Medical aren’t online most of the time and some combat branches do not have a medical class thus making it even harder to heal. Even if there is medical on, getting healed/get surgery done on is time consuming as the combat would have a. Ended or b. You die Not to mention this is also gonna make d class and GOIs target the medics even more making it even more difficult than it already is for them to do their RP. I understand you wanna increase medical RP but this will drastically change the combat styles, branch structure, d class, CI raids and affect branches without medical classes. I don’t mean to sound rude but I’m not one for changing up the entire combat structure/negatively affect combat of the server to increase the RP of one branch. The negatives heavily outweigh the positives on this for me. Why not just lower the requirements to be a field medic, this way Medical has RP yet it removes the time consuming portion of getting surgery or going to Medbay? Would this not work as a better solution? @Bread Former Security Captain | Former RCF Commander | Former Admin of SCP:RP | King Penguin Link to comment Share on other sites More sharing options...
pixalgamer99 Posted November 20, 2020 Share Posted November 20, 2020 (edited) 21 minutes ago, Gunther said: Why not just lower the requirements to be a field medic, this way Medical has RP yet it removes the time consuming portion of getting surgery or going to Medbay? Would this not work as a better solution? @Bread The requirement too be a field medic too too be promoted one time and get trained it isn’t hard as long as your not a huge minge and actually do your job Edited November 20, 2020 by pixalgamer99 Link to comment Share on other sites More sharing options...
Head of Staff Frog Posted November 20, 2020 Head of Staff Share Posted November 20, 2020 On 11/6/2020 at 5:16 PM, MaryAteHerLamb said: -Support There are many times where no medics/medic classes are on. Plus, if you just removed then classes with med kits would not be able to buy more supplies ImperialRP SMT | Head of Staff Head Forums Diplomat Former High Admiral | Former DT Commander | Former State LTCOL | Former SPRT Commander Link to comment Share on other sites More sharing options...
Igneous Posted November 24, 2020 Share Posted November 24, 2020 We've already addressed this issue. Link to comment Share on other sites More sharing options...
Igneous Posted November 24, 2020 Share Posted November 24, 2020 Denied. The SCP-RP SMT has decided against adding this suggestion for performance reasons, the benefit to the server, or another unstated reason. Link to comment Share on other sites More sharing options...
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