Why are there medical supply vendors in mining pods?
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- Joined: Wed Apr 23, 2014 12:23 am
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Why are there medical supply vendors in mining pods?
2 stryptic spray cans, 2 silver sulfide sprays, 1 sterilizer spray, 2 charcoal pills, 5 burn and brute patches, 3 syringes.
This makes things WAY MORE EASY. You can spend 300 points for a shelter capsule to get all of those medical supplies
This makes things WAY MORE EASY. You can spend 300 points for a shelter capsule to get all of those medical supplies
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- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
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Re: Why are there medical supply vendors in mining pods?
Welcome to the miner power creep that has been going on for ages.Bombadil wrote:2 stryptic spray cans, 2 silver sulfide sprays, 1 sterilizer spray, 2 charcoal pills, 5 burn and brute patches, 3 syringes.
This makes things WAY MORE EASY. You can spend 300 points for a shelter capsule to get all of those medical supplies
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
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Re: Why are there medical supply vendors in mining pods?
For the most part we've had little changes in our med supplies save for the removal of stimpacks... I cry everytim.CPTANT wrote:Welcome to the miner power creep that has been going on for ages.Bombadil wrote:2 stryptic spray cans, 2 silver sulfide sprays, 1 sterilizer spray, 2 charcoal pills, 5 burn and brute patches, 3 syringes.
This makes things WAY MORE EASY. You can spend 300 points for a shelter capsule to get all of those medical supplies
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Re: Why are there medical supply vendors in mining pods?
It's part of the "sleepers can't heal testmerge"
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Re: Why are there medical supply vendors in mining pods?
More reason to get rid of that testmerge ASAP.Kor wrote:It's part of the "sleepers can't heal testmerge"
- cameronwoof
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Re: Why are there medical supply vendors in mining pods?
This may actually be my fault. Those sprays were added to the (mini) medical vendors in medbay by me, but it looks like pods might pull from the same vending list.
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- Joined: Wed Apr 23, 2014 12:23 am
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Re: Why are there medical supply vendors in mining pods?
Even then they should only give AT MOST 1 bandage for fire and brute. Or just remove it altogether. All we had before to heal if we were solo was medipens or eat some donk pockets
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- D&B
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Re: Why are there medical supply vendors in mining pods?
Should be changed so the pods are instead a 3*3 1 tile bikeshed for defending yourself from storms bare bones.
Spoiler:
- Kel-the-Oblivious
- Joined: Mon Nov 23, 2015 7:32 pm
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Re: Why are there medical supply vendors in mining pods?
As a miner, I say REMOVE THIS.
While the sleeper was always kind of useless, since most miners fuck off in their own direction to hunt/mine on their own without having to split the loot, the point value for all that medical supplies is through the roof.
Maybe replace it with a machine that injects 5 bicard and 5 kelo, with a limited number of charges (4?) This will keep shelters are a fall back point or place to heal up, but doesn't give that much value.
While the sleeper was always kind of useless, since most miners fuck off in their own direction to hunt/mine on their own without having to split the loot, the point value for all that medical supplies is through the roof.
Maybe replace it with a machine that injects 5 bicard and 5 kelo, with a limited number of charges (4?) This will keep shelters are a fall back point or place to heal up, but doesn't give that much value.
The master splicer, the bitch queen of mining, and some crazy ligger peddling you medicinal marijuana.
Super Aggro Crag wrote:Kel is a genuine Cool Oldfag
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Re: Why are there medical supply vendors in mining pods?
Crazy idea: have the sleepers contain a bit of chems instead?
You shouldn't give them medical items they can use on-the-fly even with the change.
You shouldn't give them medical items they can use on-the-fly even with the change.
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