Difference between revisions of "Medbay"
imported>Iatots (added meta tab. The page as a whole could use better formatting to avoid all this empty space.) |
imported>Farquaar m (Sleepers still work if a patient is in crit) |
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==Treatment Center== | ==Treatment Center== | ||
− | Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. [[Science]] can upgrade the sleeper to dispense more chemicals | + | Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. [[Science]] can upgrade the sleeper to dispense more chemicals. |
==Cryogenics== | ==Cryogenics== | ||
Line 122: | Line 122: | ||
==Treatment Center== | ==Treatment Center== | ||
− | Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. [[Science]] can upgrade the sleeper to dispense more chemicals | + | Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. [[Science]] can upgrade the sleeper to dispense more chemicals. |
==Cryogenics== | ==Cryogenics== |
Revision as of 17:53, 19 January 2019
Medical Area | |
Medical Bay | |
The place where to when you stub your toe (after having the AI call the shuttle). | |
Obvious exits | North to the Starboard primary, east to maintenance in Genetics, east to maintenance above Virology, north to Starboard Primary Hallway in Morgue, west to maintenance in Operating Theatre |
Purpose | Maintaining the health and well-being of the crew. |
Access level | Medical, Chemistry, Morgue, Genetics, Virology, CMO office |
Noteworthy contents | Chemistry, Genetics, Operating Theatre, Virology, Chief Medical Officer's Office |
Clearance | The Medbay's hallways |
Security level | Low |
Style | Hospital |
Balance Requirements | |
Other Notes | |
Locations on NSV13 |
Facilities
The Medical Department consists of the following facilities:
The Medbay is a collaboration of several departments located across the hall from the Civil Sector with Research Division neighbouring next door. The general security of medbay is poor, with only a few doors to keep people out from their medicine. However, certain departments inside are generally well defended (with reinforced walls, or active employees who will use bad medicine to ward you off). Medbay is lorded over by the Chief Medical Officer, whose hypospray is usually filled with enough Chloral Hydrate to give you an extended vacation to dreamland.
Medbay is often where major identity theft, item theft, fights, revolutionary bases, and cult bases occur. Enemy forces often choose to attack medbay to disable cloning and medical care for the crew. Medbay is very valuable and well visited by everyone!
Medbay can be pretty confusing, but everything was placed in a way to maximize efficiency. To help you out, various areas are colour-coded according to what department you are looking for.
Waiting Area
This is the entrance to medbay where you wait to be helped. Or break in if all the medical doctors are busy ERPing in the bar and the CMO hasn't been seen since round start.
Treatment Center
Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. Science can upgrade the sleeper to dispense more chemicals.
Cryogenics
There is little Cryogenics can't fix. Cryoxadone alone is able to heal everything and mixing a few other medicines can speed up recovery.
Unlike sleepers, cryo will work on patients in critical condition. Cryogenics requires some setting up, and it is recommended Medical does this at round start. Only connect the oxygen tanks and set up the freezer; don't activate the tubes until they're actually needed. Further information here.
Medbay Storage
Requires Surgery access. Contains: biosuits, doctor and nurse's outfits, prescription glasses, body bags, syringes, beakers, all kinds of different medkits, health hud and a syringe gun.
Stay out of these. Yes. This means you.
You know who you are.
Don't you dare hoard them to yourself.
Recovery Room
A small, cozy recovery room with four beds, where you can lay your partner patients to recover from their surgery or whatever trauma they suffered. Contains a syringe gun, muzzle and a straight jacket.
A common protocol is usually to skip the Recovery Room (because you would anyway just steal stuff or break into the Medbay Storage) and toss patients out to recover in the Waiting Area. Such is the hospitality on Space Station 13.
Patient Rooms
These are small rooms to have a private discussion/examination/whatsoever with the patient. The rooms contain a small NanoMed -vending machine, bed, locker, table and a chair. Comes with privacy shutters to keep people from seeing inside, for whatever reason.
Medical Area | |
Medical Bay | |
The place where to when you stub your toe (after having the AI call the shuttle). | |
Obvious exits | North to the Starboard primary, east to Escape Hallway from Genetics, south east to maintenance, west to maintenance around the Operating Theatre, west to maintenance from the break room. |
Purpose | Maintaining the health and well-being of the crew. |
Access level | Medical, Chemistry, Morgue, Genetics, Virology, CMO office |
Noteworthy contents | Chemistry, Genetics, Operating Theatre, Virology, Chief Medical Officer's Office |
Clearance | The Medbay's hallways |
Security level | Low |
Style | Hospital |
Balance Requirements | |
Other Notes | |
Locations on NSV13 |
Facilities
The Medical Department consists of the following facilities:
The Medbay is a collaboration of several departments located across the hall from the Civil Sector with Research Division neighbouring next door. The general security of medbay is poor, with only a few doors to keep people out from their medicine. However, certain departments inside are generally well defended (with reinforced walls, or active employees who will use bad medicine to ward you off). Medbay is lorded over by the Chief Medical Officer, whose hypospray is usually filled with enough Chloral Hydrate to give you an extended vacation to dreamland.
Medbay is often where major identity theft, item theft, fights, revolutionary bases, and cult bases occur. Enemy forces often choose to attack medbay to disable cloning and medical care for the crew. Medbay is very valuable and well visited by everyone!
Medbay can be pretty confusing, but everything was placed in a way to maximize efficiency. To help you out, various areas are colour-coded according to what department you are looking for.
Waiting Area
This is the entrance to medbay where you wait to be helped. Or break in if all the medical doctors are busy ERPing in the bar and the CMO hasn't been seen since round start.
Treatment Center
Most ailments and even broken limbs can be fixed with a short stay in a sleeper, and they have an unlimited supply of medicine so it's often preferable to use them. Their only downside is you need another person to inject the chemicals. Science can upgrade the sleeper to dispense more chemicals.
Cryogenics
There is little Cryogenics can't fix. Cryoxadone alone is able to heal everything and mixing a few other medicines can speed up recovery.
Unlike sleepers, cryo will work on patients in critical condition. Cryogenics requires some setting up, and it is recommended Medical does this at round start. Only connect the oxygen tanks and set up the freezer; don't activate the tubes until they're actually needed. Further information here.
Medbay Storage
Requires Surgery access. Contains: biosuits, doctor and nurse's outfits, prescription glasses, body bags, syringes, beakers, all kinds of different medkits, health hud and a syringe gun.
Medbay's security post is directly adjacent to this so you better keep those greedy hands to yourself, or else.
Recovery Room
A small, cozy recovery room with four beds, where you can lay your partner patients to recover from their surgery or whatever trauma they suffered. Contains a syringe gun, muzzle and a straight jacket.
A common protocol is usually to skip the Recovery Room (because you would anyway just steal stuff or break into the Medbay Storage) and toss patients out to recover in the Waiting Area. Such is the hospitality on Space Station 13.
Patient Rooms
These are small rooms to have a private discussion/examination/whatsoever with the patient. The rooms contain a small NanoMed -vending machine, bed, locker, table and a chair. Comes with privacy shutters to keep people from seeing inside, for whatever reason.
Locations on Hammerhead | |||||||||
General | Service | Medical | Cargo | Science | Engineering | Security | Munitions | Command | Outside |