- Joined
- Jan 12, 2019
Is that Murdoch Murdoch?That's the doctor who's always wearing a virologist biosuit. I've seen him before, he steals one at roundstart.
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Is that Murdoch Murdoch?That's the doctor who's always wearing a virologist biosuit. I've seen him before, he steals one at roundstart.
I think murdoch murdoch is the limbless body.Is that Murdoch Murdoch?
Reimi Haramo is on the magazine cover, and I think Bean Sprout is the one reading it.Only one I'm mildly sure on is Dr.Tradwife
Yes, I'm paranoid about the coofs. I have to say, being cautious has saved my ass a few times.That's the doctor who's always wearing a virologist biosuit. I've seen him before, he steals one at roundstart.
Reimi Haramo is on the magazine cover, and I think Bean Sprout is the one reading it.
I played on /tg/ back when cloning was a thing and IIRC doctor was essentially a noob role where most of the time you would either chase people around the medbay lobby and (try to) apply chem patches from chemistry on them while screeching autistically or obtain additional access/assistant gear and (try to) locate bodies. Basically current paramedic gameplay except you'd get to do surgery once every three rounds. But that was also pre-cobbymed.Long post regarding three+ major fuckups (Virology nuke, Cloning nuke, oranges existing), cloning was only a part of it and you haven't addressed in any way all the parts of where changing cloning made the game worse for everyone else, breaks major mechanics, etc..
While we're sharing baseless speculation ("People just don't want to revive you, it's not that you've spent several rounds watching medbay struggle to administer 1 single patch, replace an organ, and defib!") I'm pretty sure you've never played on a server with cloning, because if you had, it would be obvious how much nicer it is to be able to use surgery for surgery things and keep everyone and their mother out of medbay and in the station, playing the game. It might at least explain why new players joining Kiwi seem to think that having a single dangerous antagonist be the death knell for 2/3rds of the station is normal- because competent is a "stretch," to say the least.
Next time I watch the same bloody docs try to stasis bodies and spend twelve minutes scrambling for pills because they didn't stack treatments, make bottles, or fill the vendors, I aught to record it and set it to yakety sax for you. Some of them, even the CMOs, still have to consult the machines for surgery order. It's a mess.
Granted, it's not even medbay's fault medicine can be so involved. /tg/ has had an open conspiracy for roughly five years to gum down the game in every way possible until medium+ roleplay with heavy moderation is the only viable way to play the game, because everything else leads to dead shifts. It's the coderbus' boilerplate achievement. Kiwistation's playerbase is clearly in the vein of old /tg/, so obviously, old /tg/ features would fit better. God bless.
Finally, you may have missed the bit where I praised chemicals actually taking some thought now, though toxin damage boiling down to "just use penta lol" is really disappointing, and I agree with the notion of nuking cryotubes. Cryotubes have always been more of a problem and a crutch than sleepers or cloning, since they take people out of the game for an extended period of time to handle doctoral inadequacy, but the payoff is "you regenerated a bit," not re-entering the game entirely, like Cloning.
Yes, yes, pods, because Botany should be Medbay and Medbay should be Botany.
In which case there was no reason to gut Cloning,
In which case there was no reason to remove Cloning entirely, and it should have been made into tech tree recipes (as it already was). Locking cloning behind tech would be cool (/tg/ has been steadily gutting any and all science-medicine cross collaboration, making cloning T3-T4 tech would be fun) but just crimping replica pods and turning everyone into pod people is retarded. Mechanically, it works, and for some of the more intense rounds it's an option.
Reminder: Cloning was removed entirely. I'm advocating a reversal of that particular change, not re-integrating cloning into the map. That would take some effort and shuffling things around, and I don't think that's as necessary. Giving Medicine a reason to bully Science into making and upgrading some hardware for them means that, at least in rounds going 40 or so minutes, Medbay will finally have access to the tools to get the job done in major catastrophes, which by that point (should) be piling up.
"but if it's so much harder to make than pods why bother?" which is why Cloning doesn't actually "still exist." Unlike pods, you don't need a body to clone people. You just need them to get scanned, which is an excellent way to protect high profile personnel and encourage adventurous behavior. Miners, engis on expeditions, the old gateway and boss fights, these are dangerous things that are fun to do but that can cripple a station now. With Cloning, you just watch the monitors for any of them to die, and clone them back. Their shit is gone, but this is literally the reason the rec room just has a ton of jumpsuits and backpacks lying around, and it's well over half of the HoP's job. Clone, vet, ID, get back into the fight. "Why do the HoPs keep giving out AA?" It's not like they have anything else to do. It's a vestigial organ, because gutting cloning entirely wasn't clever or thorough. It was a hackjob forced through on /tg/ against popular support and despite popular outcry.
Now, yes, yes, if you're new to the game, cloning IS very potent. It's still very important in cases where you have lots of people going tits up- spend twenty minutes watching "competent" docs trying to piecemeal your blown up corpse, or have the foresight to scan yourself first and be back in the game within a few minutes. Even if you gib, you can be brought back, so long as that record is there. There are tons of checks and balances to this potency, which already exist in the game, because (again) it was designed with cloning in mind for 9+ years.
I only play CE when I latejoin and there's no engineers because otherwise it's a guaranteed 20 minute round because no one does the engineYes, I'm paranoid about the coofs. I have to say, being cautious has saved my ass a few times.
Those are, from left to right: Charlotte Plunket (a mute girl that usually wears a witch outfit), Thomas McNulty (he's been playing more as CE lately, Hans Handke (moi), Dr Tradwife and Black Spaceman.
Cobby man bad.I played on /tg/ back when cloning was a thing and IIRC doctor was essentially a noob role where most of the time you would either chase people around the medbay lobby and (try to) apply chem patches from chemistry on them while screeching autistically or obtain additional access/assistant gear and (try to) locate bodies. Basically current paramedic gameplay except you'd get to do surgery once every three rounds. But that was also pre-cobbymed.
Make it take some kind of exotic chemical and a few seconds after you drink it your jumpsuit turns to ash. Or maybe you get SM delam hallucinations.EDIT: There should also be a food themed around the Supermatter shard like there's a singularity themed drink and a tesla themed chemical. I was thinking an ice lolly that glowed and did some gimmick thing to your body.
Oh hey, it's the medbay crew! You know that medbay is handled well when you see them around.
Only since /tg/ went out of its way to nerf Virology in the ground because it made everyone too resilient if whiny baby traitors waited too long to do things. It used to be very much the opposite problem, too fast and too potent and too formulaic, but now it's highly variable, with tons of options and lots of fun math to do, for fucking zero benefit.
The unfortunate thing is, they had a great idea! Add stat barriers to trait complexity & the more potent effects, add a few more tiers of traits to reduce clutter, so on. This idea was half-implemented at best. Give people a decent reward for playing numbers games with all of these retarded traits. Every single option you have now is so conditional, pedantic, and uninteresting. Splitting the TC/TF combo into four random ass traits that do the job but dumber, or don't do the job at all, is not good or fun or useful. Why doesn't the night one grant night vision at some stage speed tier? Why won't resistance 10 starlight condensation let you shoot laser beams at the cost of some burn damage? Because /tg/ doesn't give a fuck. The goal was to make Virology irrelevant and then never touch it again.
Either revert all of that shit or start plugging away at making use of these cool new systems they totally squandered. I would honestly prefer the latter.
On that topic, the entirety of the new medical system (going back some years now, so "new") is fucking awful. Removing cloners was a mistake and making surgery the one-stop click and drag access point for magically printing living people isn't actually any more engaging than chucking someone in a tube. By requiring constant MD interaction, you deny them any chance of actually saving patients, as one or several members of medbay will always be stuck trying to resuscitate, then the patients they could have saved will die, requiring more resuscitation. Keeping the cloner operable was a one-stop dead guy destination (for midrange cases, low damage was always defibbed and husks already required transplanting), a team effort with Science, and actually viable. Trying to maintain a stat bed, maintain the parts printer, get a surgical bed, attain all the necessary tools get a working defib, etc, means inevitable dysfunction. You don't even have to do a decent bombing anymore, just fucking welding a few doors is enough to absolutely cripple medbay under the right conditions (for long enough that organs decay past viability, necessitating even longer revival processes).
You also can't deliberately clone to remove radiation, you have to hit the pods. You also can't revive ghosts reliably- when they were in the cloning bed, you got a really easy signal that someone was trying to clone you, and people would naturally try a few times before opening the bay. Now they have to shock you multiple times and hope you're still hanging around. Most people don't hang around, that's more bodies on the floor or more chances to miss someone who would be revived by cloning. Access to autocloning is entirely gone, even at the end of the tech tree, taking off another component that encourages sneaky or fast traitor play. Lategame murderboners don't even have to fuck up cloning before they go hard on the hallways, because there simply isn't a risk. Space every new corpse and roll on. To make things worse, what if you do have incompetent medics? Given how the game has progressed, there's enough of a cliff to decent medical care that people simply vanish from the game under a wilting medbay. Almost every facet of the game for nearly a decade was designed with revival of some kind in mind. Again, you can get away with it in a high RP environment, but the ultra-lethal gameplay of SS13 goes from endearing to boring and bad if you're lucky enough to get dragged to medbay... and then dropped on a line of other corpses they don't know how to revive. That actually happened on Kiwistation today, by the way. It wasn't some traitor's dastardly scheme, the poor bastards just couldn't get it up.
Rather than adding complexity, which the new chemistry system does by adding alternative reagents with meaningfully different risks & challenges (I can't believe I'm praising nu/tg/ for anything honestly) this all boils down to everyone in medbay tripping over each-other to do a job that a single machine used to do, instead of the job they're supposed to be doing: keeping the rest of station's crew operable.
Much like the Virology changes, it all feels like someone who never played rounds with decent, or any, antags decided to put their head up their own ass and start "theorycrafting" features before asking what would make them fun or interesting. It basically isn't viable at all outside of a heavily moderated high-RP server. I say that like it's a hypothetical, but it was always pretty much just a coderbus pet project, particularly notorious retard fruit oranges. Honestly, revert anything he ever did just to be safe. Very little would be lost and a lot would be re-added. Separated chemicals has already been brought up in this thread, but it hasn't been pointed out who forced it through (oranges) or why (dumbass who hates fun). Same shit here.
Edit: Also, I wish I could blame it entirely on oranges, but they gutted NTSL from the game right before he took over. There was basically no good reason to do so, and both the markup for paper (this one was oranges) and NTSL just needed to be sanitized to avoid abuse. It wasn't even a hard fix, and StonedOne (and not much later Hippiestation) already had one working before it was "temporarily" (permanently) removed. New players will never know the joys of telecommunications shenanigans unless that shit's reverted. I also think they gutted Telesci, too, because, oh no, doing math to get cool shit is cheating, but consulting the wiki to make the exact same slimes every round for overpowered garbage is totally fine. I haven't played any science to see if it's been re-added since, though.
Friendly reminder that cloning still exists.
You don't even really need a botanist, any of the medical staff could. Ask botany to give you (or just break in and take it) a pack of cabbage seeds, a bottle of L4Z, and then grab a couple trays from the public garden and bam, you have a cloning factory that requires absolutely minimal maintenance.
Not that any of this is even needed, though, because Yato is right about Med being on point.
Long post regarding three+ major fuckups (Virology nuke, Cloning nuke, oranges existing), cloning was only a part of it and you haven't addressed in any way all the parts of where changing cloning made the game worse for everyone else, breaks major mechanics, etc..
While we're sharing baseless speculation ("People just don't want to revive you, it's not that you've spent several rounds watching medbay struggle to administer 1 single patch, replace an organ, and defib!") I'm pretty sure you've never played on a server with cloning, because if you had, it would be obvious how much nicer it is to be able to use surgery for surgery things and keep everyone and their mother out of medbay and in the station, playing the game. It might at least explain why new players joining Kiwi seem to think that having a single dangerous antagonist be the death knell for 2/3rds of the station is normal- because competent is a "stretch," to say the least.
Next time I watch the same bloody docs try to stasis bodies and spend twelve minutes scrambling for pills because they didn't stack treatments, make bottles, or fill the vendors, I aught to record it and set it to yakety sax for you. Some of them, even the CMOs, still have to consult the machines for surgery order. It's a mess.
Granted, it's not even medbay's fault medicine can be so involved. /tg/ has had an open conspiracy for roughly five years to gum down the game in every way possible until medium+ roleplay with heavy moderation is the only viable way to play the game, because everything else leads to dead shifts. It's the coderbus' boilerplate achievement. Kiwistation's playerbase is clearly in the vein of old /tg/, so obviously, old /tg/ features would fit better. God bless.
Finally, you may have missed the bit where I praised chemicals actually taking some thought now, though toxin damage boiling down to "just use penta lol" is really disappointing, and I agree with the notion of nuking cryotubes. Cryotubes have always been more of a problem and a crutch than sleepers or cloning, since they take people out of the game for an extended period of time to handle doctoral inadequacy, but the payoff is "you regenerated a bit," not re-entering the game entirely, like Cloning.
Yes, yes, pods, because Botany should be Medbay and Medbay should be Botany.
In which case there was no reason to gut Cloning,
In which case there was no reason to remove Cloning entirely, and it should have been made into tech tree recipes (as it already was). Locking cloning behind tech would be cool (/tg/ has been steadily gutting any and all science-medicine cross collaboration, making cloning T3-T4 tech would be fun) but just crimping replica pods and turning everyone into pod people is retarded. Mechanically, it works, and for some of the more intense rounds it's an option.
Reminder: Cloning was removed entirely. I'm advocating a reversal of that particular change, not re-integrating cloning into the map. That would take some effort and shuffling things around, and I don't think that's as necessary. Giving Medicine a reason to bully Science into making and upgrading some hardware for them means that, at least in rounds going 40 or so minutes, Medbay will finally have access to the tools to get the job done in major catastrophes, which by that point (should) be piling up.
"but if it's so much harder to make than pods why bother?" which is why Cloning doesn't actually "still exist." Unlike pods, you don't need a body to clone people. You just need them to get scanned, which is an excellent way to protect high profile personnel and encourage adventurous behavior. Miners, engis on expeditions, the old gateway and boss fights, these are dangerous things that are fun to do but that can cripple a station now. With Cloning, you just watch the monitors for any of them to die, and clone them back. Their shit is gone, but this is literally the reason the rec room just has a ton of jumpsuits and backpacks lying around, and it's well over half of the HoP's job. Clone, vet, ID, get back into the fight. "Why do the HoPs keep giving out AA?" It's not like they have anything else to do. It's a vestigial organ, because gutting cloning entirely wasn't clever or thorough. It was a hackjob forced through on /tg/ against popular support and despite popular outcry.
Now, yes, yes, if you're new to the game, cloning IS very potent. It's still very important in cases where you have lots of people going tits up- spend twenty minutes watching "competent" docs trying to piecemeal your blown up corpse, or have the foresight to scan yourself first and be back in the game within a few minutes. Even if you gib, you can be brought back, so long as that record is there. There are tons of checks and balances to this potency, which already exist in the game, because (again) it was designed with cloning in mind for 9+ years.
You only need to swap out the chest organs. Nonfunctional appendix can just be ignored, oculine and inacusiate will fix eyes and ears all the way from non-functional in pretty short order, mannitol will fix up any brain damage and neurine can handle most cerebral traumas. The dilute syrinever bottles will cure around 40 toxin damage and purge 10u of bloodstream reagents per 5u shot, and it's perfectly safe to whack somebody's IV up with a full bottle of it (or even a full 100u beaker if they got absolutely turboloaded with a ridiculous amount of poison in the earlyshift and pentectic isn't being made).Plus, changing the organs can be tiresome, but it's doable in a quick time, especially if somebody else helps to remove the appendix/fix the eyes and ears while you work at the chest.
Pods are not the kind of cloning being discussed; we're referring to the cloning machine, which was removed from the game wholesale (with the intent to make quietly re-implementing it impossible, because any semi-removal would see the playerbase and mappers try to re-integrate it, because removing cloning was wildly unpopular). I understand you're trying to analogize them, since you've never played with old med, but they really aren't that comparable. This is a good write-up on the state of cloning with pods in general, in the sense that it's summed up the main problems/differences:I'm new to the game and have a ridiculous ammount of hours sinked in the server, so I don't have much experience with how cloning (or sleepers) used to work, but I've come to the conclusion it's kind of lame. I've been replica podded and it works, but usually we have the body. The only cases I can think of when cloning is absolutely necessary is when the traitor chops heads off or hides the bodies. In such cases, as enraging as it is, usually the will get away with it, and a smart traitor will probably hide your body, clothes, and brain in three different parts of the station. I know it's enraging, it's happened to me that I'm stuck in a tiny room and my brain is at a locker somewhere else (looking at you, Dyn), but I wouldn't say that whenever that happens it is medbay's fault. The other usual scenario where cloning might be useful is when there's kudzu or a random menace attacking the station's hallways (be it plasma flooding, robust traitor, xeno shit, gorillas or whatever), but in such cases medbay is usually one of the first places to get cucked, and the situation only escalates when the only people left alive have no idea how to even use the first aid kits, much less perform surgery or revive bodies.
All of that being said, here's how the cloning round went.
Conclusions
I've said it a lot in this post, but it's really not worth it. If the body will be missing, it also means you need to have a blood sample ready anyways. A careless player won't go through this trouble. Hell, found bodies in plain sight that nobody paid attention before are usually of those that won't even turn on their sensors. Also, medical personnel can't just go patrolling the hallways for the dead. If anyone, that would be the paramedics or security job, but as much as Julius Fallen might do it, expect doctors to be refugeed at medbay. It might not be a satisfying answer, but this game can be enraging many times. As a wise man once said: why you haff ro be mad.
Mannitol is one of the few traditional medications that slipped past the Cobby filter and still works on just about everything, that's solid advice, and I agree that a large part of the problem I've seen is less with the raw time to do surgery and more with the doctors fumbling surgeries, but it still doesn't address what happens when the station is truly in a state of disaster. High death rounds aren't the most common state for the station to be in (the server seems to be hardstuck on changelings or traitorlings with a low midround antag rate) but I have not seen medbay navigate them successfully a single time that I have been on.You only need to swap out the chest organs. Nonfunctional appendix can just be ignored, oculine and inacusiate will fix eyes and ears all the way from non-functional in pretty short order, mannitol will fix up any brain damage and neurine can handle most cerebral traumas. The dilute syrinever bottles will cure around 40 toxin damage and purge 10u of bloodstream reagents per 5u shot, and it's perfectly safe to whack somebody's IV up with a full bottle of it (or even a full 100u beaker if they got absolutely turboloaded with a ridiculous amount of poison in the earlyshift and pentectic isn't being made).
You hacky choppy sawbones doctor mains need to start knowing and using these extremely useful chems when they're available instead of only looking to the pharmacy when there's no surgical alternative.
based dystopian chef.>you WILL take the food pill
>you WILL come back for more
>you WILL become fat to satisfy my feeder fetish
>you WILL overdose on Omnizine
AND YOU WILL LIKE IT, BIGOT
Honestly, I think that changing medical now might be a mistake. People have found their chill niche in current med and it's kind of a dick move to try and shift people from that. It'd be like dunking on mining (I fucking despise lavaland mining. Always have, the asteroid was better, the bosses are fucking stupid, the loot system is fucking stupid and everything about new mining is cancerous to me. My mind cannot be changed.) when people have found a part of the game they really enjoy.Pods are not the kind of cloning being discussed; we're referring to the cloning machine, which was removed from the game wholesale (with the intent to make quietly re-implementing it impossible, because any semi-removal would see the playerbase and mappers try to re-integrate it, because removing cloning was wildly unpopular). I understand you're trying to analogize them, since you've never played with old med, but they really aren't that comparable. This is a good write-up on the state of cloning with pods in general, in the sense that it's summed up the main problems/differences:
- The reason you would want cloning over pods is for situations like Xenos, non-medbay Bombings (though simply putting the cloner in a room farther from the medbay floor would be a good option so you have a backup even if medbay does get bombed, it used to be in Genetics for this reason), just general disasters that level large quantities of crew, pods do little to help. While pods are very scaleable, they do not solve the SSD problem, which cloning does: if you have scanned yourself before, you are aware you have a high chance of being cloned.
- Database management and skill to use. Replica pods are a clusterfuck to manage and use. There is pretty much no reason to forcibly integrate cloning into Botany instead of Research, replica pods were supposed to be a neat niche feature to give you the unique pod people race, not the default option. Cloning keeps your database clean for you.
- Conventional surgery is not fast or efficient, as it requires two people. Cloning (and pods) are a single point solution, while surgery is a two point solution; for every second spend in surgery, you have wasted a second for two people. If the surgeon is good, the raw time spent for crew is at an absolute minimum 80 seconds due to the timers (40*2); in situations where surgery is not necessary, defibs were already the best option, obviously. If the surgeon is bad (kiwi medbay surgeons have consistently demonstrated an inability/unwillingness to learn medicine, thereby relegating to using the Tend Wounds surgery, and fumbling through that), they may spend up to or beyond 2 minutes on a single body, which is 4 minutes in crew time. It's fine to waste doctor's time if you are on a lowpop, no deaths, RP-heavy round, not when the station is in a catastrophe. The payoff for grinding for pods is minimal, grinding for a cloner would be a great reward for research in such cases.
Mannitol is one of the few traditional medications that slipped past the Cobby filter and still works on just about everything, that's solid advice, and I agree that a large part of the problem I've seen is less with the raw time to do surgery and more with the doctors fumbling surgeries, but it still doesn't address what happens when the station is truly in a state of disaster. High death rounds aren't the most common state for the station to be in (the server seems to be hardstuck on changelings or traitorlings with a low midround antag rate) but I have not seen medbay navigate them successfully a single time that I have been on.
It's easy to say "medbay is competent" in a low stress environment where 1-2 people die per ten minutes. Cloning isn't really for that, though. It's for those scary rounds, to provide the station a chance to endure instead of just shuttling up and leaving right when things are getting fun.
That might be a creeping problem with the entire codebase though, because I haven't seen the station go depressurized once. Not one section, not a few rooms, I mean 30% of the whole station. That used to be a normal, fairly frequent occurrence. /tg/ seems to have turned up bruising beyond the point of reasonability (because they're gay) but having to patch up the station and survive is atmos and engineering's main job, not setting up (1) reactor and either afking the whole round or making haha funny slip gas. It's certainly not a reason for a shuttle call. Where are the meteors? What happened to space carp? Why the fuck do bombs break walls faster than reinforced windows? Even without these previously-common problems the station was implicitly supposed to handle on its own time, things seem very tame in general.
Kiwistation is fun and I'm enjoying myself a lot, mainly on account of the the playerbase, especially the newest players feeling out what's possible and having a good time with it. I kind of worry that they're missing out on the authentic experience, though. Everywhere I turn it's like I bump into another "new thing" that has no explicit purpose other than to make the game slower, less chaotic, less kinetic, less creative. There's some cool innovations with systems, but the fact that they only exist to gate you out of doing stuff you used to always be able to do (or within a few minutes of the round start, anyway), that stings. Because there seems to have been this vision that equipment checks and skill checks to get shit done were a feature you shouldn't be able to overcome, not simply a temporary problem to bypass, as antithetical of a paradigm shift that is to SS13 as a whole.
If this was what SS13 was like when I first started, well, I probably wouldn't love the game as much as I do.
Well, more on the topic of cloning and regardless of how calm the round is, cloning enables players to pursue much more dangerous (i.e. FUN) behaviors: groups of miners can challenge bosses without obvious perma-death from being too far to do surgery on, the station can afford to send away teams, people can get to exploring other Z-levels, these sorts of adventurous behaviors were far more common pre 2019 because you could always say bounce a signal or tell people to watch your suit and get yourself cloned.
It used to be a decent split between cloning and borging, but now simply shitting out positronic brains is faster and far more likely to return players to the game, but roboticists spend more time on unnecessary gygaxes to self-antag with, on average, even in particularly dangerous rounds.
To up my issues-per-post count so I don't get accused of wall of texting™ in a discussion of a very complicated game with well over a decade of history to brush through, I think Johan mentioned the Singularity and Teslas being gutted so that the Supermatter shard is the only real option to power the station, that's stupid and dumb and part of what I'm talking about of gutting features to do some weird streamlining of play for no good reason.
There was also an Antimatter engine for a while as the "safe" option, a gas turbine, and even a thermoelectric generator that floated into and out of /tg/ and goon canon for ages, which gave atmospheric technicians a way to power the station, too. I think some of these may still be available through cargo, but I haven't checked to see if all of them are. I've never been a fan of the Tesla, but Singuloose was one of the more fun disaster states, with a chance of doing nothing or, if a traitor beaconed it, absolute havoc. It certainly wasn't a guaranteed shuttle call in the prior cases, unless the crew was particularly lazy, and monitoring it gave the Engineers and AI something to do when things get particularly slow.
Having a full Singularity kit just lying around in Engineering (instead of having to order one, if that's even possible) would be nice. Also, telescience being gutted is still gay and always has been.
It sounds very reasonable when you put it like that, but from my perspective it's like reading someone say "oh, we taught these amnesiacs to eat shit and they like it, it would be cruel to teach them what real food's like now!" I mean, at least Lavaland has features, even if they're kind of doofy. Most of the focus on the rest of the game has been removal.Honestly, I think that changing medical now might be a mistake. People have found their chill niche in current med and it's kind of a dick move to try and shift people from that. It'd be like dunking on mining (I fucking despise lavaland mining. Always have, the asteroid was better, the bosses are fucking stupid, the loot system is fucking stupid and everything about new mining is cancerous to me. My mind cannot be changed.) when people have found a part of the game they really enjoy.
I think cloning machines should be brought back, but I think the community on Kiwi is going to adjust with teething pains and find their own pace compared to tg.