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Could a doctor job be implemented in the future?


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I've been playing the game and noticed something interesting: Care's tab seems to be non-job implicated at the moment.

Something tells me we might get a doctor job in the future.

If the doctor job is implemented in the future, that means they can also act as secondary chefs for the apothecary desk.

22 minutes ago, ExileGamer said:

There’s not really that many instances where a doctor job would be useful imo. Medical treatment for disease and injuries is a rare occurrence. 

Atmo suit kinda ruins the doctor aspect of the game but this could change. 

 

The disease systems would have to change to justify a Doctor profession.  There just isn't enough to cause injury or illness for a Doctor to be relevant.

Not saying that's a bad thing.  A Doctor profession is an interesting concept.  But the current mechanics don't leave enough room for it.

6 hours ago, minespatch said:

I've been playing the game and noticed something interesting: Care's tab seems to be non-job implicated at the moment.

Something tells me we might get a doctor job in the future.

If the doctor job is implemented in the future, that means they can also act as secondary chefs for the apothecary desk.

I believe there are assets in the game files that point towards doctor-specific clothing, meaning we could up end up seeing the job.

Just because there's a limited use for a profession (in a standard settings game) does not mean there should not be one. I for one hardly ever bother having farmers except farms hands as stepping stones to become rancher.

If having a medic, nurse, or doctor (which I think would be the appropriate progression for the profession) reduced recovery times of all treatable diseases including hypothermia. It would be somewhat worthwhile but how about if mastery in medic could automatically dig out entombed dupes if possible to reach, or nurse could make incapacitated dupes well enough to get to med bay under their own power, and they would do so automatically if the dupe in question was in reach. Then it'd be a really useful profession potentially saving countless dupe lives.

And if a doctor assigned to a med bay would automatically call in dupes on adjustable low health/immunity for treatment then it would cut through a ton of annoying micromanagement, and be an almost indispensable profession.

EDIT: By automatically digging out a dupe I don't mean they assign a dig order or deconstruct order by themselves, they would simply unstuck the entombed dupe if there is room for the dupe in the tiles surrounding where he's stuck.

EDIT2: If introduced then massage clinic room should be scrapped and rolled into med bay with a hospital upgrade path if there's an apothecary present. The apothecary should then be the work station for the assigned nurse or doctor.

And while they're at it, pharma-chamber could use some love. It should fully replace med table but be better in every way while saving floor space.

3 hours ago, PhailRaptor said:

There just isn't enough to cause injury or illness for a Doctor to be relevant.

Then the answer isn't eschewing doctors, it's adding more sources of injury and illness.

.

59 minutes ago, ExileGamer said:

Even in a custom settings game do you rarely if at all use medicine or healthcare 

You've never played on Miserable setting if you think medicine is disposable.

 

1 hour ago, Saturnus said:

And if a doctor assigned to a med bay would automatically call in dupes on adjustable low health for treatment then it would cut through a ton of annoying micromanagement, and be an almost indispensable profession.

That's thinking outside the box.  Other possibilities could be calling dupes in for a periodic checkup (think Engineer's Tune-Up for dupes) that boosts immunity and/or performance, or making the Apothecary a specialist building and adding new, useful medicines like caffeine pills that boost Athletics and Stamina, mood suppressors that reduce stress, or antacids that temporarily relieve gastrointestinal traits and conditions (diarrhea, irritable bowel, flatulent, etc).

 

1 hour ago, Saturnus said:

And while they're at it, pharma-chamber could use some love. It should fully replace med table but be better in every way while saving floor space.

I'm with you all the way on this.  Either make it a strict upgrade over the Med-Cot to justify the power consumption or make it do something else.

4 hours ago, Saturnus said:

Just because there's a limited use for a profession (in a standard settings game) does not mean there should not be one.

[Makes tons of suggestions how the limited scope would be widened]

...ok.

By no means do I disagree with you and do even support most of these features being implemented (though the chamber is already good as is) but still, as of right now it'd be a dead job.

To sum it up, it'd be seriously neat if QoL2, or more realistically 3 maybe, would expand the "Care Task".

Making it include:

  • rescue (entombed by buildings/environment, 0 health), automatically highest priority of the branch, if not even interrupts any other task with lower priority, could be a trainable trait
  • intensive care, speeds up recovery but takes up more time than once in a (half? I forgot, dupes rarely get sick) cycle care, med bed priority setting 
  • health check-up (potential bonuses: +1 to certain attributes; Immunity regeneration, de-stress), med bed priority setting 
  • medicine making (like seriously, it should not belong under operating, handle with care! Pun intended~), building priority setting 
  • disinfect food, lowest

plus more content like already said (pills/performance enhancing drugs, stations).

and random minor "diseases" would also be neat, that is, they are one of the few/only things which happen randomly in ONI but have less impact, are not lethal and hopefully also funny/quirky. For other dupes it may even be beneficial!

Though probably not beneficial for anyone if they have a vile splinter in their hand or stub their toe, I feel your pain, Dupe! Something like a Dupe being outright depressed would however be, well, too depressing for ONI, me thinks.

Some dupe not being able to stop laughing (due to some joke that was told and now hitting home), periodically interrupting their work but improving decor.

Or a stressed dupe may feel mischievous, poking&bothering other dupes and... nothing a talk with Doc Trevor can not fix if one overlord wants to~

Of course a gaming/dancing addiction should not be left out, at least it de-stresses them, though they want interrupt work when Stress reaches mere 5%.

Needless to say, occurrence should be tweaked to a level where cases do not happen once every cycle. I'd say a range from 2-6 cycles sounds fair with a dupe not catching anything for at least 30 cycles after printing and and minor affliction (i.e frequency for small sized and early colonies is lower).

17 hours ago, goboking said:

Then the answer isn't eschewing doctors, it's adding more sources of injury and illness.

.

You've never played on Miserable setting if you think medicine is disposable.

 

That's thinking outside the box.  Other possibilities could be calling dupes in for a periodic checkup (think Engineer's Tune-Up for dupes) that boosts immunity and/or performance, or making the Apothecary a specialist building and adding new, useful medicines like caffeine pills that boost Athletics and Stamina, mood suppressors that reduce stress, or antacids that temporarily relieve gastrointestinal traits and conditions (diarrhea, irritable bowel, flatulent, etc).

 

I'm with you all the way on this.  Either make it a strict upgrade over the Med-Cot to justify the power consumption or make it do something else.

Actually, I play on the hardest difficulties aside from hunger which is 1 from max. The only time Id ever consider building a med bay or crafting medicine is when you prematurely dig into the swamp biome or pick a biohazardous dupe. 

On 31/01/2019 at 6:30 AM, ExileGamer said:

There’s not really that many instances where a doctor job would be useful imo. Medical treatment for disease and injuries is a rare occurrence. 

This is why I only play on max difficulty for germs and immunity. You get to use the medical bay sometimes.

11 hours ago, ExileGamer said:

Actually, I play on the hardest difficulties aside from hunger which is 1 from max. The only time Id ever consider building a med bay or crafting medicine is when you prematurely dig into the swamp biome or pick a biohazardous dupe. 

I used to have problems with disease, but since about mid 2018 I figured it out and a med-bay has become basically a decoration item now. And I do mine the slime biome early without suits, as I use mushrooms as first grown food. It is just a question of experience and of what to pay attention too. (Playing straight "survival", no added difficulty.)

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