From a68330b1b05909c35d227f4fb013c4b48c6e3260 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Sat, 9 May 2026 11:16:15 -0600 Subject: [PATCH 1/9] Create Command_and_Paperwork.md --- src/design-proposals/Command_and_Paperwork.md | 331 ++++++++++++++++++ 1 file changed, 331 insertions(+) create mode 100644 src/design-proposals/Command_and_Paperwork.md diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md new file mode 100644 index 00000000..1469c884 --- /dev/null +++ b/src/design-proposals/Command_and_Paperwork.md @@ -0,0 +1,331 @@ +# Command And Security + +| Designers | Implemented | GitHub Links | +|---|---|---| +| SOP workgroup, written by scrambleking | :x: No | TBD | + +## Overview + +This document will be covering the reworks to command's intended role and themes, along with security's shift in placements in the second part. + +It will also be covering examples of tools and gear that command will receive, and intended paperwork for command personnel. + +# Command + +The position command currently takes in the game tends more towards being role+ in many cases as apposed to a leading the station and driving forward the late stage capitalist feel of the station. +This is a result of their tools causing them to be in a Job+ position for one, and their roles being poorly defined as to what "commanding" means in many cases. + +In general we hope to better define command figures as a driving force behind productivity in-round, effecting their crew's pay, setting goals and orders, being the final say within their department (though cap can over-rule them), and stepping in only when there is no other choice or to fix mistakes. + +Aside from tool based mechanics we also plan to implement various SOP-type paperwork for command roles to fill out. +None of it would be required on a meta level, and command members may even pay their staff/assistants to fill it out on their behalf, but the NTR/Captain may seek it out and check for validity. +Additionally this would (As per Station regulations) all be printable from the document printer, and hopefully have fillable form fields. + +
+ +Here is a short analysis of the current command tools + +1. CMO's gloves + +These simply make the CMO a better surgeon, good for the CMO to white knuckle down in an emergency situation. +This does also make it more likely for a CMO to take over surgeries on their own, or pass out the gloves to others who are doing surgeries. +Both of these are things we want to avoid as surgery is intended to be a process that is time intensive. + +Would fit better on a "designated surgeon" despite how neat they are and less on a commanding/directing figure. Possibly repurpose as a research? + +2. CMO's Syringe gun + +Strictly used as a weapon, and as a frontline tool. + +Even in the "best case scenario" this does not fit the CMO's theme at all. + +3. CMO's hypo + +While incredibly versatile and useful at treating patients, this does not support doctors, and taking the time to call out the medicines you used negates the time save it provides. + +Reworking this to be a recharging tool that will inject a stabilising agent (EG negate aspyx/bloodloss damadge) and purge other chems is recommended. + +4. CMO's spare surgery kit + +Useful as a spare, but as the CMO is not expected to be doing surgeries, and the tools are printable. + +Simply mapping it in surgery would be a better option. + +5. RD's explosive resistant suit + +Encourages the RD to be the one near the explosion. +The RD should not be the one near the explosion outside of emergencies. +Increased slowdown from the suit is recommended, as it discourages casual use of the suit outside of emergencies. + +6. RD's lawboard (Ignoring the trust issues and theme issues) + +A powerful tool to change borgs to better follow NT's directions. +Takes too long to effectively use. + +Allowing the Borg-console to slowly upload the inserted board remotely to Borgs would be more effective (with a warning to the Borgs). + +7. RD's Toolbelt (with tool-drill) + +Tooldrill is entirely ineffectual in making RD better at any part of their job. +The belt itself would be created by the RD anyway, and it being generic means they *can* pass it to others should it be deemed more useful. + +Mostly saves resources for early science, but we can remove the tooldrill. + +8. RD's Anomaly Locator + +Already exists in scientist lockers + +Could be replaced with a wide range tracker to better direct the involved anomaly scientists. + +9. RD's Hand Teleporter + +Slightly useful in anomaly work, usually just used to shortcut the station. + +No need to remove for the relevant discussion. + +10. CE's tool belt (and tools) + +The belt is just a bigger belt, no issue. + +The tools are faster, take up less space, and do not run out, simply making them a better engineer. + +The tools themselves do not necessarily cause issues on their own, and help out in fixing emergency fuckups enough to not be of too much concern. + +11. CE's RCD/RPD + +Literally just a better RCD/RPD making them an engineer+. + +The current form is irredeemable. (Not recommended for removal until RCD/RPD removal after the UI rework) + +See engineering holograms/chalk later for rework possibilities. + +12. CE's Suit + +The only way to safely fill the singulo's plasma. Less of a criticism of the suit, more of its combination with a singularity engine. + +Should not cause an issue overall, good for emergency responses with the SM and Nuke. + +13. CE's Boots + +Allows for faster response time to situations, no issue with current form. + +14. CE's Hand held power console + +An excellent example of what can be used for giving directions and having oversight. +Consider upgrading with the atmospherics computer UI, and possibly Nuke/SM integration. + +15. QM's Digiboard + +Another excellent example of an oversight tool. + +No need for changes, but consider Silo computer integration. + +16. QM's Knuckledusters + +Allows the QM to win in most un-prepared combats, also allows them to keep fighting when crit. + +This is more of an edge case for the QM, as they support their gruffer nature and relation to salvage. +Removal is not recommended, but consider a small knockback and reduced damage. +Re-consider in the event of a salvage change. + +
+ +## Features to be added + +
+ + CMO (This section may change with the release of status-med) + +1. Tools + +CMO's gloves and surgical tools can be removed, removing encouragement for the CMO to be conducting surgeries. + +The syringe gun can be removed, it is a tool of combat that the CMO has no need for. + +CMO's Hypo can be converted into a charged based chemical injector, with the chemical stabilising patients from airloss effects and clearing other existing chems. +This will allow it to be used to take pressure off of medics quickly, and fix OD mistakes without being oppressive as a healing tool. It also removes its use in combat. + +Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels. +This gives them greater knowledge over their department which assists in providing orders. + +2. Paperwork + +Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports. + +*If insurance is implemented in a greater fashion*: Require the CMO to fill out insurance claims according to the crew's insurance and injuries, reimbursing medical for some cost of care. + +Fill out death reports on patients + +Sign off on psychiatric reports + +Keep a running log of patients that require medicine, and when they received their pills in what doses + +
+ +
+ + RD + +1. Tools + +The tool-drill can be removed from RD. + +Hand held research consoles should be added, this would include a tab of what is researched, by who, and another for data on what sources points have come from, and at what rates. +This provides them with more data to work off of and be able to direct their researchers with, whether that be designating more people for artifacts, or increasing the number of anomalies. + +RD may be granted an upgraded robotics console, allowing them to remotely change individual borg laws with a long delay and warning to said borgs. (This would not work on emagged borgs) Given the removal of the roboticists this would provide the RD with more control over the borgs. + +2. Paperwork + +Existing paperwork will be kept. + +Additional forms for artifacts including source, nodes, and disposal. + +Incident Report forms (incase of an anom crit, artifact killing people/destroying the station) + +Borg Error Report forms including justification of law changes, or unusual incidents. + +
+ +
+ + CE + +1. Tools + +Boots, armour and belt (with tools) will be kept. + +Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations. + +RCD/RPD should be planned for future removal and replaced with a construction chalk/hologram that allows them to make construction blueprints visible to others. +This will however be delayed until the UI rework. +This is to decrease the CE’s construction capabilities, but increase their directive power as a command member. + +2. Paperwork + +Construction permits + +Incident reports (Engine Failures, Atmospherics Issues, Gas Leaks). Focused around issues that occur “because of station design or engineering failures” + +Damage/Repair reports (Science, Antagonist activities, Meteor impacts, Shuttle impacts). Focused around things outside of engineering’s control + +
+ +
+ + QM + +1. Tools + +QM’s existing tools work for the current situation they work in, even with the botany transfer. + +Slightly change the Knuckledusters to have less damage and a small knockback to cement their place as a defensive tool + +Providing the QM with a silo computer link for their digiboard will allow them to have more knowledge over the station’s supply situation for crew direction. + +2. Paperwork + +Existing paperwork will be kept + +Salvage material reports (what materials have salvage delivered to the station and when) + +Materials delivery reports (ones that are not ordered) + +
+ +## Game Design Rationale + +The tool portion has rational sprinkled throughout, but generally their intents are to bring command more in line with a position of authority who have the capability to fix major mistakes by crew, and have better knowledge over how their own departments are operating. + +The paperwork portion is intended to provide the command members with a reason and direction for understanding what is going on within their department. +This maintains authenticity with NT as a larger company, increases RP potential between the command and NTR, and gives reason for command to slow down in how they deal with situations. + +## Roundflow & Player interaction + +In round this is expected to have an impact on how command players interact with their department and see their jobs. +As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments. +Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation. + + +# Security + +The state of the HoS/Warden dynamic, and the position of security in general are covered here. + +
+ + General Security (mostly a thematic change) + +Security is intended to become more of a direct tool that answers only to the captain. +To support this change they are being removed from the order of succession and are in lore being made a subsidiary corp to NT. + +This means that the captain position holds the contract for the security force, having direct control over them that no other command member or even the NTR holds, cementing the captain’s place as the highest power on the station. + +
+ + +The HoS/Warden dynamic has become greatly stilted and is immensely different from all other command roles on the station. + +Generally oversight of the security rooms and officers have come under the purview of the warden, which has also led to them being the person with the most general knowledge of security’s activities through camera monitors and the crew monitoring console. + +The HoS on the other hand has always existed as a squad lead role between their prior powerful longarms, and their current recharging pistol encouraging extended combats. + +With the exception of the metashield and literal position, there is almost nothing that mechanically encourages the HoS to take charge of the security department and retain general oversight compared to the warden. + +## Features to be added + +#### Panopticon helmet + +A hijack of the AI vision system for the wearer to overwatch situations from the comfort of their own office. This should also be provided vision from the bodycams with the same system that is used by borgs to be seen by the AI. The Panopticon helmet will be given to the HoS for easier overview and command from afar, giving them the true “armchair general” feeling during combat and removing the need for them on the front lines for vision. + +Theoretically this would provide no more tactical benefit than the existing camera system as it does not have interaction capabilities like the AI. + +This helmet can be applied as a separate helmet, or part of HoS’s armoured suit as balance/code permits. + +#### Breaching charge + +Given to the warden, in situations where higher level security personnel are expected to step up (when you would require breaching charges) the warden will take the position of local squad lead in order to conduct breaches. In these situations the priority of the station itself takes priority over prisoner rights after all. + +#### Armour + +The HoS’s more light weight and the Warden’s more heavy weight armour will be swapped to further push the feeling that the HoS is not expected to move from security. + +#### Weaponry + +The HoS’s laser pistol will be changed to have a reduced shot count, no recharge, but higher damage. This will align better with them being in the security department more, being able to easily recharge their weapon, but keeping it special and useful when required. + +The Warden’s shotgun can be given a level of structural damage, encouraging a breach and retreat. + + + +### Paperwork + +The HoS (and generally security) will also be getting paperwork, how exciting! + +Arrest reports. What happened, what actions were taken and why, evidence. This paperwork is intended to be used in court cases, and for SOP interactions. + +Investigation reports. Recording and categorising reports for investigations, these will be used by security if needed in court cases, and for obtaining permits. + +Search Permits. Filled out for reasoning and evidence by the Head of Security, these allow for the search of departments. + +Weapons Log. A log of who took out what weapons, for what reason, and when they are returned. + +Crime reports. Civilian reports of crimes being committed against them. What happened, who did it, ect. + +## Roundflow & Player interaction + +These changes are intended to have the HoS take over the position as the commander of security, staying within security and having general knowledge of the security situation on station. + +The warden on the other hand is placed in more of a second in command position, and on green is expected to work with the service department on getting food for prisoners, work with the fine system, and take reports at the front desk. + + +## Administrative & Server Rule Impact (if applicable) + +This should have little to no rule/administration impact as it is focused on RP and player interactions. + +## Technical Considerations + +Various tools will have to be coded/re-coded as per the tools statements, and the paperwork printer will have to be implemented as per the Station regulations doc. + +Additionally implementation of fillable form fields will assist greatly in this. + +The various gear mentioned throughout will also need coding, as these hook into existing systems it is unlikely they will need special considerations with the exception of the panopticon helmet. From 60ea6f8fec60208aa9883d5ddcbbed8a0ad88198 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Sat, 9 May 2026 23:34:14 -0600 Subject: [PATCH 2/9] Update Command_and_Paperwork.md Update for clarification --- src/design-proposals/Command_and_Paperwork.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md index 1469c884..5ca756f7 100644 --- a/src/design-proposals/Command_and_Paperwork.md +++ b/src/design-proposals/Command_and_Paperwork.md @@ -246,6 +246,10 @@ In round this is expected to have an impact on how command players interact with As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments. Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation. +As stated before, this paperwork is intended to be upheld in a similar vein as SOP. +It is meant to guide players who are new to the job, and provide an in-round hook for people to work off of. +The paperwork being labours and "extra" is mean to encourage some of the more experianced players to get complacent, and the less experianced players to grow weary of it. +When that begins to happen it provides an optional in-character hook for people to play off of through the new Fines system (See the CCVIP/NTR articles for more). # Security From 22fdd15f297615ae9f03235dd7e743f76d581adc Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Sun, 10 May 2026 15:47:44 -0600 Subject: [PATCH 3/9] Update Command_and_Paperwork.md --- src/design-proposals/Command_and_Paperwork.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md index 5ca756f7..524dc575 100644 --- a/src/design-proposals/Command_and_Paperwork.md +++ b/src/design-proposals/Command_and_Paperwork.md @@ -148,6 +148,9 @@ This will allow it to be used to take pressure off of medics quickly, and fix OD Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels. This gives them greater knowledge over their department which assists in providing orders. +Room Tags can be added to maps/construction options that alow the CMO (or other staff) to designate rooms per doctor. +This can be hooked off of the announcement system's displayboard boards with an added labeling UI. + 2. Paperwork Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports. From c25e43e9393152d473737a950d3dee53b2d93f21 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Thu, 14 May 2026 02:14:52 -0600 Subject: [PATCH 4/9] Update Command_and_Paperwork.md --- src/design-proposals/Command_and_Paperwork.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md index 524dc575..77275d4c 100644 --- a/src/design-proposals/Command_and_Paperwork.md +++ b/src/design-proposals/Command_and_Paperwork.md @@ -327,7 +327,11 @@ The warden on the other hand is placed in more of a second in command position, ## Administrative & Server Rule Impact (if applicable) -This should have little to no rule/administration impact as it is focused on RP and player interactions. +The tools throught this document should not be given to non-command members (or even other command members) without serious reasoning for it in round, as with current command item restriction rulings. + +For the paperwork, it should not be considered as a primary signal for command ineptitude, as it is intended as a tool for teaching, or otherwise going above in the role. In a "real" scenario involving emergancies such as is emulated in space station, most of the "emergancy" paperwork would not be done minuets after the incident, but rather after the chaos has ended. This is especialy true of the "emergancy report" paperworks, but even for standard paperwork during an emergancy. This however can also be called off by the captain in-round directly through red-alert SOP suspention as listed in the main SOP Workgroup document to further highlight this. + +Lastly the HoS will be held to the same standard of all of command when it comes to combat. Just as the captain can give orders to security, but is not to act like a security officer, the HoS too is not to go out and fight without extenuating circumstances otherwise (such as a station ending threat coming to a head, or a low-population station/security force). ## Technical Considerations From 64554e84b9712130745267f8de93a09a6798c74c Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Mon, 18 May 2026 17:24:13 -0600 Subject: [PATCH 5/9] Update Command_and_Paperwork.md --- src/design-proposals/Command_and_Paperwork.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md index 77275d4c..966451a9 100644 --- a/src/design-proposals/Command_and_Paperwork.md +++ b/src/design-proposals/Command_and_Paperwork.md @@ -196,7 +196,7 @@ Borg Error Report forms including justification of law changes, or unusual incid 1. Tools -Boots, armour and belt (with tools) will be kept. +Boots, armour and belt will be kept. Tools reduced to standard tools with the exeption of an industrial welder and the jaws. Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations. From 0885b3b55563dece82a35ce1512db706a3adc9e8 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Sun, 14 Jun 2026 01:40:10 -0600 Subject: [PATCH 6/9] Delete src/design-proposals/Command_and_Paperwork.md It was in main D= --- src/design-proposals/Command_and_Paperwork.md | 342 ------------------ 1 file changed, 342 deletions(-) delete mode 100644 src/design-proposals/Command_and_Paperwork.md diff --git a/src/design-proposals/Command_and_Paperwork.md b/src/design-proposals/Command_and_Paperwork.md deleted file mode 100644 index 966451a9..00000000 --- a/src/design-proposals/Command_and_Paperwork.md +++ /dev/null @@ -1,342 +0,0 @@ -# Command And Security - -| Designers | Implemented | GitHub Links | -|---|---|---| -| SOP workgroup, written by scrambleking | :x: No | TBD | - -## Overview - -This document will be covering the reworks to command's intended role and themes, along with security's shift in placements in the second part. - -It will also be covering examples of tools and gear that command will receive, and intended paperwork for command personnel. - -# Command - -The position command currently takes in the game tends more towards being role+ in many cases as apposed to a leading the station and driving forward the late stage capitalist feel of the station. -This is a result of their tools causing them to be in a Job+ position for one, and their roles being poorly defined as to what "commanding" means in many cases. - -In general we hope to better define command figures as a driving force behind productivity in-round, effecting their crew's pay, setting goals and orders, being the final say within their department (though cap can over-rule them), and stepping in only when there is no other choice or to fix mistakes. - -Aside from tool based mechanics we also plan to implement various SOP-type paperwork for command roles to fill out. -None of it would be required on a meta level, and command members may even pay their staff/assistants to fill it out on their behalf, but the NTR/Captain may seek it out and check for validity. -Additionally this would (As per Station regulations) all be printable from the document printer, and hopefully have fillable form fields. - -
- -Here is a short analysis of the current command tools - -1. CMO's gloves - -These simply make the CMO a better surgeon, good for the CMO to white knuckle down in an emergency situation. -This does also make it more likely for a CMO to take over surgeries on their own, or pass out the gloves to others who are doing surgeries. -Both of these are things we want to avoid as surgery is intended to be a process that is time intensive. - -Would fit better on a "designated surgeon" despite how neat they are and less on a commanding/directing figure. Possibly repurpose as a research? - -2. CMO's Syringe gun - -Strictly used as a weapon, and as a frontline tool. - -Even in the "best case scenario" this does not fit the CMO's theme at all. - -3. CMO's hypo - -While incredibly versatile and useful at treating patients, this does not support doctors, and taking the time to call out the medicines you used negates the time save it provides. - -Reworking this to be a recharging tool that will inject a stabilising agent (EG negate aspyx/bloodloss damadge) and purge other chems is recommended. - -4. CMO's spare surgery kit - -Useful as a spare, but as the CMO is not expected to be doing surgeries, and the tools are printable. - -Simply mapping it in surgery would be a better option. - -5. RD's explosive resistant suit - -Encourages the RD to be the one near the explosion. -The RD should not be the one near the explosion outside of emergencies. -Increased slowdown from the suit is recommended, as it discourages casual use of the suit outside of emergencies. - -6. RD's lawboard (Ignoring the trust issues and theme issues) - -A powerful tool to change borgs to better follow NT's directions. -Takes too long to effectively use. - -Allowing the Borg-console to slowly upload the inserted board remotely to Borgs would be more effective (with a warning to the Borgs). - -7. RD's Toolbelt (with tool-drill) - -Tooldrill is entirely ineffectual in making RD better at any part of their job. -The belt itself would be created by the RD anyway, and it being generic means they *can* pass it to others should it be deemed more useful. - -Mostly saves resources for early science, but we can remove the tooldrill. - -8. RD's Anomaly Locator - -Already exists in scientist lockers - -Could be replaced with a wide range tracker to better direct the involved anomaly scientists. - -9. RD's Hand Teleporter - -Slightly useful in anomaly work, usually just used to shortcut the station. - -No need to remove for the relevant discussion. - -10. CE's tool belt (and tools) - -The belt is just a bigger belt, no issue. - -The tools are faster, take up less space, and do not run out, simply making them a better engineer. - -The tools themselves do not necessarily cause issues on their own, and help out in fixing emergency fuckups enough to not be of too much concern. - -11. CE's RCD/RPD - -Literally just a better RCD/RPD making them an engineer+. - -The current form is irredeemable. (Not recommended for removal until RCD/RPD removal after the UI rework) - -See engineering holograms/chalk later for rework possibilities. - -12. CE's Suit - -The only way to safely fill the singulo's plasma. Less of a criticism of the suit, more of its combination with a singularity engine. - -Should not cause an issue overall, good for emergency responses with the SM and Nuke. - -13. CE's Boots - -Allows for faster response time to situations, no issue with current form. - -14. CE's Hand held power console - -An excellent example of what can be used for giving directions and having oversight. -Consider upgrading with the atmospherics computer UI, and possibly Nuke/SM integration. - -15. QM's Digiboard - -Another excellent example of an oversight tool. - -No need for changes, but consider Silo computer integration. - -16. QM's Knuckledusters - -Allows the QM to win in most un-prepared combats, also allows them to keep fighting when crit. - -This is more of an edge case for the QM, as they support their gruffer nature and relation to salvage. -Removal is not recommended, but consider a small knockback and reduced damage. -Re-consider in the event of a salvage change. - -
- -## Features to be added - -
- - CMO (This section may change with the release of status-med) - -1. Tools - -CMO's gloves and surgical tools can be removed, removing encouragement for the CMO to be conducting surgeries. - -The syringe gun can be removed, it is a tool of combat that the CMO has no need for. - -CMO's Hypo can be converted into a charged based chemical injector, with the chemical stabilising patients from airloss effects and clearing other existing chems. -This will allow it to be used to take pressure off of medics quickly, and fix OD mistakes without being oppressive as a healing tool. It also removes its use in combat. - -Additionally the CMO's hand held crew monitor will be allowed for chem-dispensor integration, allowing for quick checking of chemical levels. -This gives them greater knowledge over their department which assists in providing orders. - -Room Tags can be added to maps/construction options that alow the CMO (or other staff) to designate rooms per doctor. -This can be hooked off of the announcement system's displayboard boards with an added labeling UI. - -2. Paperwork - -Allow medical scanners to print out an injury report, or otherwise send it to a log (the first of which can be stolen from frontier) for insurance billing purposes (Can exist thematically even if we do not charge for medical treatment in round) and require CMO's signoff on injury reports. - -*If insurance is implemented in a greater fashion*: Require the CMO to fill out insurance claims according to the crew's insurance and injuries, reimbursing medical for some cost of care. - -Fill out death reports on patients - -Sign off on psychiatric reports - -Keep a running log of patients that require medicine, and when they received their pills in what doses - -
- -
- - RD - -1. Tools - -The tool-drill can be removed from RD. - -Hand held research consoles should be added, this would include a tab of what is researched, by who, and another for data on what sources points have come from, and at what rates. -This provides them with more data to work off of and be able to direct their researchers with, whether that be designating more people for artifacts, or increasing the number of anomalies. - -RD may be granted an upgraded robotics console, allowing them to remotely change individual borg laws with a long delay and warning to said borgs. (This would not work on emagged borgs) Given the removal of the roboticists this would provide the RD with more control over the borgs. - -2. Paperwork - -Existing paperwork will be kept. - -Additional forms for artifacts including source, nodes, and disposal. - -Incident Report forms (incase of an anom crit, artifact killing people/destroying the station) - -Borg Error Report forms including justification of law changes, or unusual incidents. - -
- -
- - CE - -1. Tools - -Boots, armour and belt will be kept. Tools reduced to standard tools with the exeption of an industrial welder and the jaws. - -Hand held power monitor will be kept, and expanded with an atmospherics monitor tab, along with a Nuclear Reactor and Supermatter computer Link. This will allow them to keep an eye on their power generation and reactor situations. - -RCD/RPD should be planned for future removal and replaced with a construction chalk/hologram that allows them to make construction blueprints visible to others. -This will however be delayed until the UI rework. -This is to decrease the CE’s construction capabilities, but increase their directive power as a command member. - -2. Paperwork - -Construction permits - -Incident reports (Engine Failures, Atmospherics Issues, Gas Leaks). Focused around issues that occur “because of station design or engineering failures” - -Damage/Repair reports (Science, Antagonist activities, Meteor impacts, Shuttle impacts). Focused around things outside of engineering’s control - -
- -
- - QM - -1. Tools - -QM’s existing tools work for the current situation they work in, even with the botany transfer. - -Slightly change the Knuckledusters to have less damage and a small knockback to cement their place as a defensive tool - -Providing the QM with a silo computer link for their digiboard will allow them to have more knowledge over the station’s supply situation for crew direction. - -2. Paperwork - -Existing paperwork will be kept - -Salvage material reports (what materials have salvage delivered to the station and when) - -Materials delivery reports (ones that are not ordered) - -
- -## Game Design Rationale - -The tool portion has rational sprinkled throughout, but generally their intents are to bring command more in line with a position of authority who have the capability to fix major mistakes by crew, and have better knowledge over how their own departments are operating. - -The paperwork portion is intended to provide the command members with a reason and direction for understanding what is going on within their department. -This maintains authenticity with NT as a larger company, increases RP potential between the command and NTR, and gives reason for command to slow down in how they deal with situations. - -## Roundflow & Player interaction - -In round this is expected to have an impact on how command players interact with their department and see their jobs. -As opposed to performing their jobs as Job+ they will be pushed further into commanding, overseeing, and administrating their departments. -Should a command member neglect to command, or perform their command duties, that is when the NTR would interfere with the situation. - -As stated before, this paperwork is intended to be upheld in a similar vein as SOP. -It is meant to guide players who are new to the job, and provide an in-round hook for people to work off of. -The paperwork being labours and "extra" is mean to encourage some of the more experianced players to get complacent, and the less experianced players to grow weary of it. -When that begins to happen it provides an optional in-character hook for people to play off of through the new Fines system (See the CCVIP/NTR articles for more). - -# Security - -The state of the HoS/Warden dynamic, and the position of security in general are covered here. - -
- - General Security (mostly a thematic change) - -Security is intended to become more of a direct tool that answers only to the captain. -To support this change they are being removed from the order of succession and are in lore being made a subsidiary corp to NT. - -This means that the captain position holds the contract for the security force, having direct control over them that no other command member or even the NTR holds, cementing the captain’s place as the highest power on the station. - -
- - -The HoS/Warden dynamic has become greatly stilted and is immensely different from all other command roles on the station. - -Generally oversight of the security rooms and officers have come under the purview of the warden, which has also led to them being the person with the most general knowledge of security’s activities through camera monitors and the crew monitoring console. - -The HoS on the other hand has always existed as a squad lead role between their prior powerful longarms, and their current recharging pistol encouraging extended combats. - -With the exception of the metashield and literal position, there is almost nothing that mechanically encourages the HoS to take charge of the security department and retain general oversight compared to the warden. - -## Features to be added - -#### Panopticon helmet - -A hijack of the AI vision system for the wearer to overwatch situations from the comfort of their own office. This should also be provided vision from the bodycams with the same system that is used by borgs to be seen by the AI. The Panopticon helmet will be given to the HoS for easier overview and command from afar, giving them the true “armchair general” feeling during combat and removing the need for them on the front lines for vision. - -Theoretically this would provide no more tactical benefit than the existing camera system as it does not have interaction capabilities like the AI. - -This helmet can be applied as a separate helmet, or part of HoS’s armoured suit as balance/code permits. - -#### Breaching charge - -Given to the warden, in situations where higher level security personnel are expected to step up (when you would require breaching charges) the warden will take the position of local squad lead in order to conduct breaches. In these situations the priority of the station itself takes priority over prisoner rights after all. - -#### Armour - -The HoS’s more light weight and the Warden’s more heavy weight armour will be swapped to further push the feeling that the HoS is not expected to move from security. - -#### Weaponry - -The HoS’s laser pistol will be changed to have a reduced shot count, no recharge, but higher damage. This will align better with them being in the security department more, being able to easily recharge their weapon, but keeping it special and useful when required. - -The Warden’s shotgun can be given a level of structural damage, encouraging a breach and retreat. - - - -### Paperwork - -The HoS (and generally security) will also be getting paperwork, how exciting! - -Arrest reports. What happened, what actions were taken and why, evidence. This paperwork is intended to be used in court cases, and for SOP interactions. - -Investigation reports. Recording and categorising reports for investigations, these will be used by security if needed in court cases, and for obtaining permits. - -Search Permits. Filled out for reasoning and evidence by the Head of Security, these allow for the search of departments. - -Weapons Log. A log of who took out what weapons, for what reason, and when they are returned. - -Crime reports. Civilian reports of crimes being committed against them. What happened, who did it, ect. - -## Roundflow & Player interaction - -These changes are intended to have the HoS take over the position as the commander of security, staying within security and having general knowledge of the security situation on station. - -The warden on the other hand is placed in more of a second in command position, and on green is expected to work with the service department on getting food for prisoners, work with the fine system, and take reports at the front desk. - - -## Administrative & Server Rule Impact (if applicable) - -The tools throught this document should not be given to non-command members (or even other command members) without serious reasoning for it in round, as with current command item restriction rulings. - -For the paperwork, it should not be considered as a primary signal for command ineptitude, as it is intended as a tool for teaching, or otherwise going above in the role. In a "real" scenario involving emergancies such as is emulated in space station, most of the "emergancy" paperwork would not be done minuets after the incident, but rather after the chaos has ended. This is especialy true of the "emergancy report" paperworks, but even for standard paperwork during an emergancy. This however can also be called off by the captain in-round directly through red-alert SOP suspention as listed in the main SOP Workgroup document to further highlight this. - -Lastly the HoS will be held to the same standard of all of command when it comes to combat. Just as the captain can give orders to security, but is not to act like a security officer, the HoS too is not to go out and fight without extenuating circumstances otherwise (such as a station ending threat coming to a head, or a low-population station/security force). - -## Technical Considerations - -Various tools will have to be coded/re-coded as per the tools statements, and the paperwork printer will have to be implemented as per the Station regulations doc. - -Additionally implementation of fillable form fields will assist greatly in this. - -The various gear mentioned throughout will also need coding, as these hook into existing systems it is unlikely they will need special considerations with the exception of the panopticon helmet. From d8b3237e40bfba99f6b4a054be4c9d7c23252415 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Wed, 17 Jun 2026 18:26:15 -0600 Subject: [PATCH 7/9] Create TraumaMed.md Fuck I tripped again --- src/design-proposals/TraumaMed.md | 241 ++++++++++++++++++++++++++++++ 1 file changed, 241 insertions(+) create mode 100644 src/design-proposals/TraumaMed.md diff --git a/src/design-proposals/TraumaMed.md b/src/design-proposals/TraumaMed.md new file mode 100644 index 00000000..730fc234 --- /dev/null +++ b/src/design-proposals/TraumaMed.md @@ -0,0 +1,241 @@ +# Trauma Med + +| Designers | Implemented | GitHub Links | +|---|---|---| +| Scrambleking | :x: No | TBD | + + +## Overview + +Trauma-Med is a combined forensic and treatment system with a focus on medical care. + +The document leans heavily on attricion, medical treatments, and works within our current damadge system. + +## Background + +Cybermed is no longer being developed, we now have nu-body. + +This doc is designed to work along side, but not require, https://github.com/funky-station/docs/pull/114. +Specificaly the "treated" there would be directly connected to the treatment of Traumas here. + +This document draws upon sources such as Casualties Unkown, Operation, and some old flashgames for insparation. + +This document does not impliment diseases, though it recomends designing areas for such systems to fit in upon implimentation. + +## Features to be added + +### Trauma +Traumas occur on the instance of a damadge. For instance when you are shot with a gun, you gain one bullet wound trauma. +The trauma persists untill "treated". +These traumas, depending on the source, can also trigger diffrent versions of said trauma requireing seperate treatments (bullet passes through, vs hitting an organ vs bullet gets lodged in). +While afflicted by a trauma, the associated damadge cannot be healed by (standard) chemicals, requiring more indepth medical care to to be able to recover the health loss. + +Some traumas depending on severity may only partualy stop healing (such as a 10 damadge injury naturaly healing to 5), while some may heal naturaly on their own (such as a 1 damadge papercut self-healing). +This is not defined by the severity of the trauma, but by the trauma itself. + +Additionaly traumas should roll according to the damadge dealt after resistances, so the injury to an unarmoured person should be much more severe than a jugsuit. + +#### Un/Defined Traumas + +Defined damadges are damadges that are explicitly defined in what Trauma they may produce in addition to further effects they may have. +These can be specific to the involved trauma (such as barotrauma), or be catagorised under a group of traumas (such as bullet wounds) or annother such group. +There are also undefined Traumas, intended for interactions with systems that have yet to gain their own identified traumas. + +##### Catagorised/Instance Traumas + +Instance traumas involve a scale for how severe of an outcome they may produce based off of the damadge given. +As an example, a gunshot that deals less than 10 damadge is more likely to leave a "bullet in" trauma than an antimaterial rifle shot, which might leave a "gaping bullet wound" that is harder to fix than a regular "bullet wound". +These are tracked seperately, and 2 wounds of the same severity (such as a 5 and 10 damadge small bullet wound) would require the same level of treatment but each would track how much healing they are blocking seperately. + +##### Stacking Traumas + +Stacking traumas consist of damadges such as organ damadge, pressure damadge, being a bad tempriture too long and the like. +These do not require seperate treatments as they all count as the same damadge source, though with enough severity they may require a more intense method of treatment. +As an example being in a slightly too hot room for a moment may only require some ointment, but walking through the burnchamber nude would require surgery and likely advanced chemical treatment. + +##### Undefined Traumas + +Undefined traumas are a catch all for damadge sources that do not define what trauma they may inflict. +As an example, if you make an icicle gun and dont define it, it will deal "unidentified peircing trauma" and "Unidentified Cold Trauma" which counts as a stacking trauma source. +Additionaly some damadge may only be partualy defined for their traumas such as defining the icicle as a "bullet trauma catagory" but with "unidentified cold" with it, or even a more unique trauma that covers 2 damadges. + +Of note: Metashielded topics should not be noted past what is within the trauma type, and descriptions of traumas should generaly be vauge. +A cosmic cultist sword may cause "A Sword Wound Covered in Frostbite" but it wont cause "A Cosmic Cult Sword Wound" trauma. + +##### Secondary Traumas + +Secondary traumas are most commonly associated with Organ, bone, or Limb damadge. +These traumas would have a chance to roll both for general damadge of a given type (breaking bones with blunt) and for specific Trauma sources (The Bone Breaker Gun TM). +Secondary Traumas all come with secondary effects, such as a broken bone causing a slowdown in movement, accidentaly dropping items, or something else simular. + +#### Treated traumas + +Treated traumas continue to exist until fully healed, acting as evidance of treatment. +The treatment of trauma will instantly heal a portion of the damadge inflicted from the trauma, though it will still require time, sped up through chemicals, to heal fully. + +#### Trauma Timers + +Certain traumas may have timers innately on them that worsens the injury with time, or else festers causing the need for additional medical care. +This is intended to work with a proper disease system, but without the implimentation of one it can simply provide poison damadge on the wound, requiring cleaning or even more advanced processes to heal. + +This system also works to staunch bleeding by having a "fresh" wound bleed as it slowly clots on an indevidual level. + +#### Trauma Locations + +Each time a trauma is inflicted it will roll a location between the head, torso, arms, or legs. +This system will primarily be used in trauma identification as expanded on later, but will also exist to alow for more secondary trauma effects depending on location, and additionaly work as a tie-in for future surgical systems. + +### Identifying Trauma + +Identification of trauma comes in 3 forms, with increasing levels of effort to preform. + +1. Basic Inspection +Basic inspection is essentialy what we currently have with the shift-click to see health system, only identifying the surface level wounds when not covered (such as by an EVA suit). +Each Trauma would have an associated clothing that will cause it to be hidden, such as gloves hiding arm wounds, shoes hiding leg wounds, and shirts hiding torso wounds. + +2. Medical Inspection +Medical inspection opens a proper body-UI via a medical scanner to show injuries in given locations. +This UI can then be used to determine optimal treatment methods by clicking on wounds listed by location (or visualy shown should it prove viable). +This method of inspection will also hide injuries depending on clothing. +Using this method should also suggest the possiblity of internal trauma, though not explicitly what it is. + +3. Advanced Medical Inspection +Advanced medical inspections can be done via the use of additional tools such as the stethascope and provide further information on internal trauma. + +5. Mechanical Inspection +Mechanical Inspections are done via a proper scanning machine. +These take time to proceede and are most often used to identify internal traumas such as damadged organs, lodged bullets or broken bones. + +### Treatment + +There are 3 stages of treatment implimentation intended with this document for treatment. +With the exeption of chemical treatments, each injury must be indevidualy treated. +As an example, if someone has 3 bullet wounds you should be applying 3 bandages to treat them all. + +1. Raw/Topicals + +Raw treatment methods heal traumas without the need for surgical intervention. +Many traumas will be satisfied with this level of treatment, but for heavier or more complicated injuries will require surgical treatment, or even possibly chemical. + +2. Surgical + +When Raw Treatment is not enough, surgical treatment will be required. +Surgical treatment involves a larger step by step process that results in additional traumas that must then be further tended to by Raw/Topcial methods. +A barebones implimentation would be fairly simular to shitmed in implimentation working through a UI menue for specific treatments, but would be intended to work as a Minigame-style surgery system in it's full form. + +4. Chemical + +Normal use of chemicals within this system hasten recovery post-treatment. +Some traumas (See Organs, Toxin Damadge, Genetic Damadge) require chemicals to heal, but these are rare and expensive. +Exotic style chemicals may be able to treat traumas directly, but these would be prohibitively expensive. + +#### Interaction Type + +Interaction types are how players will interact with the treatment system in game. + +1. Do-after + +Do after systems are simple "click button to do thing" as they are now. +Some treatment methods (such as applying ointment) may be left at this degree of healing, while other treatments are planned to be further expanded into "Minigame" treatments. + +3. Minigame + +Minigame treatment is intended as the final stage of implimentation. +Done entierly through UI this would involve such methods as "pulling glass shards out", "Taking a bullet out of a wound", "Stitching the wound" and "surgical" treatments. + +#### Treatment Types + +1. Full Treatment + +In the case of a bullet-in injury, a full treatment may require taking out the bullet, staunching the additional bleeding, then applying a bandage. +This would alow the wound to fully heal over time, though use of better or worse tools may effect the natural healing speed, or if they are bad enough cause damadge and/or count as partual treatment. + +As an example, using cloth or hand-crafted banadages may inflect "poison" upon the patient, possibly rolling disseases should such a system be implimented. + +2. Partial Treatment + +In the case of the same bullet-in injury, you may chose to simply wrap the wound with a bandage, alowing the wound to partualy heal from the injury. + +### Organs, Toxin Damadge, Genetic Damadge + +With the existance of nubody systems the possibility of organ damadge becomes an option for use. +Generaly organ damadge will result in the connected system causing continual issues (such as a lung injury causing a growing airloss and speach issues) +Organ health and organ Trauma should be dealt with the same as body health and body trauma, where they are seperate systems that work together. +In order to repair organ health (before surgical replacements) you utilise chemicals to regenerate the effected organ through cryogenics. +With the addition of surgery it will primarily be done surgicaly with replacement organs that themselves come with compatability trauma, suppressed through chems (though expensive cryogenic cures will still exist). + +Additionaly "Toxins" (Poison and Radiation) as a damadge will effect organs directly, and require Mechanical Inspection in order to identify for proper treatment. +Genetic damadge on the other hand will be removed as a damadge type and be changed to an effect-only trauma. +Genetic Trauma will cause continual damadge to internal organs until treated through advanced methods, effectively working as a continual cancer/virus within the body to support it being a meta-level punishemnt. + +### Species specific trauma +Certain species require seperate trauma tables from standard species, such as aracnids exoskeleton. +Initialy implimentation with these species may not be as perfect as is ideal, however depending on the species they should be able to roll on an acording trauma table as would be appropriate for their pysiology. +In the case of no species specific trauma table however it should always default to a standard table. + +In some cases trauma may entierly not function as a system *stares at slimes*. +These species can intialy function with the standard trauma rules, but should be worked with to create a system connected to the trauma tables, even if it involves a blanket table override for each damadge type. +In the case of slimes, having specific chem metabolism with regen and additional hunger requirements may satisfy this. +They should still roll on tables, but Slime Trauma is likely to look entierly diffrent from every other species. + +### Borgs +Thats right, im including borgs in this. +Borgs while being reletively simple to repair can also easily be included in this system, and identification only has to be at a surface level. +Their repair methods will of course not be the same as standard treatment, but there is no reason why a borg beaten by a toolbox should be repaired with a welder. +As such they *too* will get their own trauma tables, with such treatment as "banging back the metal" and "replacing sheets". +The largest diffrence in treatment is that borg-treatment will immediately heal them instead of requiring additional recovery time. + +### Death, CPR, and Airloss + +As with the current system, the body must be healed below their death threashold to be revived, requireing CPR to recover that state and assist in fixing traumas associated with Airloss such as "hypoxia". + +### Antagnoists +Antagonists still need a way to heal, and existing measures can still be used within the current system, though with some changes. + +1. Passive healing sources +Current passive healing sources such as the BC pylon can still be used to heal trauma, and over the course of healing may provide may automaticaly reduce the severity of trauma, or eventualy completely negate them. +They do not however "treat" them + +2. Active healing sources +Active healing sources (like if we gave a person a collosus type heal) will have to be balanced on a case by case basis, but until they are they can be assumed to automaticaly heal everything within the damadge range of the heal. + +3. Healing Chems +For Nuclear operatives, syndicate agents, and other non-magical roles, a big source of antag-based healing will come from "advanced interdyne chems" or a simular equivilent which will be able to bypass the majority of trauma treatment. + +## Game Design Rationale + +Each level of this system is meant to provide more immersion and layers to the world's medical and health systems, slowing down treatment and making it more indepth and engaging to those interacting with it. +Additionaly this systems forces combatants to actualy heal between engagements instead of slapping 2 bandages on themselves and calling it good, making atricion without proper preparedness to be a far greater issue. +Lastly it means that people cannot simply ignore injuries, and are far more likely to avoid combat when able to so that they dont have to go to medical for treatment. + +## Roundflow & Player interaction + +Over the course of a round this will create a *vastly* more complete triage system within the game, encouraging the proper use of medical supplies creating a more noticeable gameplay loop than just "oh yea bandage me so I can run right back in." + +Idealy this results in the following styles of interaction: +1. A gunfight occurs +A security officer is downed and 2 civilians are hit. +The officer is bandaged by the paramedic to staunch the bleeding as a priority patient, and given a stabilising medication. +The civilians are healed if they are in a dangerous situation, if not they head to medical. +At medical the officer is checked for secondary injuries as they have sustained the most damadge +The Civilians are given a basic once over to see if they have taken any secondary injuries, and are either taken in for better care, or given some chems to heal the remainder of the damadge. +The Officer having bullets lodged in themselves has to have them removed, along with having to be given some chemicals to deal with minor organ damadge as they leave. +They spend some time recovering in the ward before heading back out. + +2. +The syndicate heads to maints to heal themselves after the fight. +After getting to a quiet room they lather on some ointment on their burns, its not perfect but itl let them hide the pain and start it healing. +They then wear additional clothing to hide their injuries and identity as they head back to work, pretending like nothing happend. + +## Administrative & Server Rule Impact (if applicable) + +This is likely to have an effect on powergaming rulings around med-huds becoming much more strict as it becomes possible to hide your wounds through clothing. +Additionaly a general look at powergaming around randomly holding topicals will need to be reviewed. + +# Technical Considerations + +There are many techincal and preformance issues with this implimentation as it is wide reaching. +First is the implimentation of a damadge handeling system that works between the the entity taking damadge and the actual health of the entity itself, along with the timer systems inherent in that. +Trauma itself could probably be handled through Components given to entities accordingly, but would then require the ability to stack components accordingly. +The UI need is vast, even if the current scanner UI is mostly re-used a full implimentation would require much more effort than the current system, especialy if you include "treatment minigames". +Prediction in the system will also have to be accounted for, perhaps using an RNG for each character that is initialised on spawn, and synched with client whenever the body is inhabited. From 33ce2f1847d9f83c2380f6836b4d3c443539f015 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Wed, 17 Jun 2026 18:31:34 -0600 Subject: [PATCH 8/9] Spellcheck --- src/design-proposals/TraumaMed.md | 172 +++++++++++++++--------------- 1 file changed, 87 insertions(+), 85 deletions(-) diff --git a/src/design-proposals/TraumaMed.md b/src/design-proposals/TraumaMed.md index 730fc234..0fe5226b 100644 --- a/src/design-proposals/TraumaMed.md +++ b/src/design-proposals/TraumaMed.md @@ -9,107 +9,107 @@ Trauma-Med is a combined forensic and treatment system with a focus on medical care. -The document leans heavily on attricion, medical treatments, and works within our current damadge system. +The document leans heavily on attrition, medical treatments, and works within our current damage system. ## Background Cybermed is no longer being developed, we now have nu-body. -This doc is designed to work along side, but not require, https://github.com/funky-station/docs/pull/114. -Specificaly the "treated" there would be directly connected to the treatment of Traumas here. +This doc is designed to work alongside, but not require, https://github.com/funky-station/docs/pull/114. +Specifically the "treated" there would be directly connected to the treatment of Traumas here. -This document draws upon sources such as Casualties Unkown, Operation, and some old flashgames for insparation. +This document draws upon sources such as Casualties Unknown, Operation, and some old flashgames for inspiration. -This document does not impliment diseases, though it recomends designing areas for such systems to fit in upon implimentation. +This document does not implement diseases, though it recommends designing areas for such systems to fit in upon implementation. ## Features to be added ### Trauma -Traumas occur on the instance of a damadge. For instance when you are shot with a gun, you gain one bullet wound trauma. -The trauma persists untill "treated". -These traumas, depending on the source, can also trigger diffrent versions of said trauma requireing seperate treatments (bullet passes through, vs hitting an organ vs bullet gets lodged in). -While afflicted by a trauma, the associated damadge cannot be healed by (standard) chemicals, requiring more indepth medical care to to be able to recover the health loss. +Traumas occur on the instance of a damage. For instance when you are shot with a gun, you gain one bullet wound trauma. +The trauma persists until "treated". +These traumas, depending on the source, can also trigger different versions of said trauma requiring separate treatments (bullet passes through, vs hitting an organ vs bullet gets lodged in). +While afflicted by a trauma, the associated damage cannot be healed by (standard) chemicals, requiring more in-depth medical care to be able to recover the health loss. -Some traumas depending on severity may only partualy stop healing (such as a 10 damadge injury naturaly healing to 5), while some may heal naturaly on their own (such as a 1 damadge papercut self-healing). +Some traumas depending on severity may only partially stop healing (such as a 10 damage injury naturally healing to 5), while some may heal naturally on their own (such as a 1 damage papercut self-healing). This is not defined by the severity of the trauma, but by the trauma itself. -Additionaly traumas should roll according to the damadge dealt after resistances, so the injury to an unarmoured person should be much more severe than a jugsuit. +Additionally traumas should roll according to the damage dealt after resistances, so the injury to an unarmoured person should be much more severe than a jumpsuit. #### Un/Defined Traumas -Defined damadges are damadges that are explicitly defined in what Trauma they may produce in addition to further effects they may have. -These can be specific to the involved trauma (such as barotrauma), or be catagorised under a group of traumas (such as bullet wounds) or annother such group. +Defined damages are damages that are explicitly defined in what Trauma they may produce in addition to further effects they may have. +These can be specific to the involved trauma (such as barotrauma), or be categorised under a group of traumas (such as bullet wounds) or another such group. There are also undefined Traumas, intended for interactions with systems that have yet to gain their own identified traumas. -##### Catagorised/Instance Traumas +##### Categorised/Instance Traumas -Instance traumas involve a scale for how severe of an outcome they may produce based off of the damadge given. -As an example, a gunshot that deals less than 10 damadge is more likely to leave a "bullet in" trauma than an antimaterial rifle shot, which might leave a "gaping bullet wound" that is harder to fix than a regular "bullet wound". -These are tracked seperately, and 2 wounds of the same severity (such as a 5 and 10 damadge small bullet wound) would require the same level of treatment but each would track how much healing they are blocking seperately. +Instance traumas involve a scale for how severe of an outcome they may produce based off of the damage given. +As an example, a gunshot that deals less than 10 damage is more likely to leave a "bullet in" trauma than an antimaterial rifle shot, which might leave a "gaping bullet wound" that is harder to fix than a regular "bullet wound". +These are tracked separately, and 2 wounds of the same severity (such as a 5 and 10 damage small bullet wound) would require the same level of treatment but each would track how much healing they are blocking separately. ##### Stacking Traumas -Stacking traumas consist of damadges such as organ damadge, pressure damadge, being a bad tempriture too long and the like. -These do not require seperate treatments as they all count as the same damadge source, though with enough severity they may require a more intense method of treatment. -As an example being in a slightly too hot room for a moment may only require some ointment, but walking through the burnchamber nude would require surgery and likely advanced chemical treatment. +Stacking traumas consist of damages such as organ damage, pressure damage, being at a bad temperature for too long and the like. +These do not require separate treatments as they all count as the same damage source, though with enough severity they may require a more intense method of treatment. +As an example, being in a slightly too hot room for a moment may only require some ointment, but walking through the burnchamber nude would require surgery and likely advanced chemical treatment. ##### Undefined Traumas -Undefined traumas are a catch all for damadge sources that do not define what trauma they may inflict. -As an example, if you make an icicle gun and dont define it, it will deal "unidentified peircing trauma" and "Unidentified Cold Trauma" which counts as a stacking trauma source. -Additionaly some damadge may only be partualy defined for their traumas such as defining the icicle as a "bullet trauma catagory" but with "unidentified cold" with it, or even a more unique trauma that covers 2 damadges. +Undefined traumas are a catch all for damage sources that do not define what trauma they may inflict. +As an example, if you make an icicle gun and don't define it, it will deal "unidentified piercing trauma" and "Unidentified Cold Trauma" which counts as a stacking trauma source. +Additionally some damage may only be partially defined for their traumas such as defining the icicle as a "bullet trauma category" but with "unidentified cold" with it, or even a more unique trauma that covers 2 damages. -Of note: Metashielded topics should not be noted past what is within the trauma type, and descriptions of traumas should generaly be vauge. +Of note: Metashielded topics should not be noted past what is within the trauma type, and descriptions of traumas should generally be vague. A cosmic cultist sword may cause "A Sword Wound Covered in Frostbite" but it wont cause "A Cosmic Cult Sword Wound" trauma. ##### Secondary Traumas -Secondary traumas are most commonly associated with Organ, bone, or Limb damadge. -These traumas would have a chance to roll both for general damadge of a given type (breaking bones with blunt) and for specific Trauma sources (The Bone Breaker Gun TM). -Secondary Traumas all come with secondary effects, such as a broken bone causing a slowdown in movement, accidentaly dropping items, or something else simular. +Secondary traumas are most commonly associated with Organ, bone, or Limb damage. +These traumas would have a chance to roll both for general damage of a given type (breaking bones with blunt) and for specific Trauma sources (The Bone Breaker Gun TM). +Secondary Traumas all come with secondary effects, such as a broken bone causing a slowdown in movement, accidentally dropping items, or something else similar. #### Treated traumas -Treated traumas continue to exist until fully healed, acting as evidance of treatment. -The treatment of trauma will instantly heal a portion of the damadge inflicted from the trauma, though it will still require time, sped up through chemicals, to heal fully. +Treated traumas continue to exist until fully healed, acting as evidence of treatment. +The treatment of trauma will instantly heal a portion of the damage inflicted from the trauma, though it will still require time, sped up through chemicals, to heal fully. #### Trauma Timers Certain traumas may have timers innately on them that worsens the injury with time, or else festers causing the need for additional medical care. -This is intended to work with a proper disease system, but without the implimentation of one it can simply provide poison damadge on the wound, requiring cleaning or even more advanced processes to heal. +This is intended to work with a proper disease system, but without the implementation of one it can simply provide poison damage on the wound, requiring cleaning or even more advanced processes to heal. -This system also works to staunch bleeding by having a "fresh" wound bleed as it slowly clots on an indevidual level. +This system also works to staunch bleeding by having a "fresh" wound bleed as it slowly clots on an individual level. #### Trauma Locations Each time a trauma is inflicted it will roll a location between the head, torso, arms, or legs. -This system will primarily be used in trauma identification as expanded on later, but will also exist to alow for more secondary trauma effects depending on location, and additionaly work as a tie-in for future surgical systems. +This system will primarily be used in trauma identification as expanded on later, but will also exist to allow for more secondary trauma effects depending on location, and additionally work as a tie-in for future surgical systems. ### Identifying Trauma -Identification of trauma comes in 3 forms, with increasing levels of effort to preform. +Identification of trauma comes in 3 forms, with increasing levels of effort to perform. 1. Basic Inspection -Basic inspection is essentialy what we currently have with the shift-click to see health system, only identifying the surface level wounds when not covered (such as by an EVA suit). +Basic inspection is essentially what we currently have with the shift-click to see health system, only identifying the surface level wounds when not covered (such as by an EVA suit). Each Trauma would have an associated clothing that will cause it to be hidden, such as gloves hiding arm wounds, shoes hiding leg wounds, and shirts hiding torso wounds. 2. Medical Inspection Medical inspection opens a proper body-UI via a medical scanner to show injuries in given locations. -This UI can then be used to determine optimal treatment methods by clicking on wounds listed by location (or visualy shown should it prove viable). +This UI can then be used to determine optimal treatment methods by clicking on wounds listed by location (or visually shown should it prove viable). This method of inspection will also hide injuries depending on clothing. -Using this method should also suggest the possiblity of internal trauma, though not explicitly what it is. +Using this method should also suggest the possibility of internal trauma, though not explicitly what it is. 3. Advanced Medical Inspection -Advanced medical inspections can be done via the use of additional tools such as the stethascope and provide further information on internal trauma. +Advanced medical inspections can be done via the use of additional tools such as the stethoscope and provide further information on internal trauma. 5. Mechanical Inspection Mechanical Inspections are done via a proper scanning machine. -These take time to proceede and are most often used to identify internal traumas such as damadged organs, lodged bullets or broken bones. +These take time to proceed and are most often used to identify internal traumas such as damaged organs, lodged bullets or broken bones. ### Treatment -There are 3 stages of treatment implimentation intended with this document for treatment. -With the exeption of chemical treatments, each injury must be indevidualy treated. +There are 3 stages of treatment implementation intended with this document for treatment. +With the exception of chemical treatments, each injury must be individually treated. As an example, if someone has 3 bullet wounds you should be applying 3 bandages to treat them all. 1. Raw/Topicals @@ -120,13 +120,13 @@ Many traumas will be satisfied with this level of treatment, but for heavier or 2. Surgical When Raw Treatment is not enough, surgical treatment will be required. -Surgical treatment involves a larger step by step process that results in additional traumas that must then be further tended to by Raw/Topcial methods. -A barebones implimentation would be fairly simular to shitmed in implimentation working through a UI menue for specific treatments, but would be intended to work as a Minigame-style surgery system in it's full form. +Surgical treatment involves a larger step by step process that results in additional traumas that must then be further tended to by Raw/Topical methods. +A barebones implementation would be fairly similar to shitmed in implementation working through a UI menu for specific treatments, but would be intended to work as a Minigame-style surgery system in it's full form. 4. Chemical -Normal use of chemicals within this system hasten recovery post-treatment. -Some traumas (See Organs, Toxin Damadge, Genetic Damadge) require chemicals to heal, but these are rare and expensive. +Normal use of chemicals within this system hastens recovery post-treatment. +Some traumas (See Organs, Toxin Damage, Genetic Damage) require chemicals to heal, but these are rare and expensive. Exotic style chemicals may be able to treat traumas directly, but these would be prohibitively expensive. #### Interaction Type @@ -135,107 +135,109 @@ Interaction types are how players will interact with the treatment system in gam 1. Do-after -Do after systems are simple "click button to do thing" as they are now. +Do after systems are simple "click button to do things" as they are now. Some treatment methods (such as applying ointment) may be left at this degree of healing, while other treatments are planned to be further expanded into "Minigame" treatments. 3. Minigame -Minigame treatment is intended as the final stage of implimentation. -Done entierly through UI this would involve such methods as "pulling glass shards out", "Taking a bullet out of a wound", "Stitching the wound" and "surgical" treatments. +Minigame treatment is intended as the final stage of implementation. +Done entirely through UI this would involve such methods as "pulling glass shards out", "Taking a bullet out of a wound", "Stitching the wound" and "surgical" treatments. #### Treatment Types 1. Full Treatment In the case of a bullet-in injury, a full treatment may require taking out the bullet, staunching the additional bleeding, then applying a bandage. -This would alow the wound to fully heal over time, though use of better or worse tools may effect the natural healing speed, or if they are bad enough cause damadge and/or count as partual treatment. +This would allow the wound to fully heal over time, though use of better or worse tools may affect the natural healing speed, or if they are bad enough cause damage and/or count as partial treatment. -As an example, using cloth or hand-crafted banadages may inflect "poison" upon the patient, possibly rolling disseases should such a system be implimented. +As an example, using cloth or hand-crafted bandages may inflect "poison" upon the patient, possibly rolling diseases should such a system be implemented. 2. Partial Treatment -In the case of the same bullet-in injury, you may chose to simply wrap the wound with a bandage, alowing the wound to partualy heal from the injury. +In the case of the same bullet-in injury, you may chose to simply wrap the wound with a bandage, allowing the wound to partially heal from the injury. ### Organs, Toxin Damadge, Genetic Damadge -With the existance of nubody systems the possibility of organ damadge becomes an option for use. -Generaly organ damadge will result in the connected system causing continual issues (such as a lung injury causing a growing airloss and speach issues) -Organ health and organ Trauma should be dealt with the same as body health and body trauma, where they are seperate systems that work together. -In order to repair organ health (before surgical replacements) you utilise chemicals to regenerate the effected organ through cryogenics. -With the addition of surgery it will primarily be done surgicaly with replacement organs that themselves come with compatability trauma, suppressed through chems (though expensive cryogenic cures will still exist). +With the existence of nubody systems the possibility of organ damage becomes an option for use. +Generally organ damage will result in the connected system causing continual issues (such as a lung injury causing a growing airloss and speech issues) +Organ health and organ Trauma should be dealt with the same as body health and body trauma, where they are separate systems that work together. +In order to repair organ health (before surgical replacements) you utilise chemicals to regenerate the affected organ through cryogenics. +With the addition of surgery it will primarily be done surgically with replacement organs that themselves come with compatibility trauma, suppressed through chems (though expensive cryogenic cures will still exist). -Additionaly "Toxins" (Poison and Radiation) as a damadge will effect organs directly, and require Mechanical Inspection in order to identify for proper treatment. -Genetic damadge on the other hand will be removed as a damadge type and be changed to an effect-only trauma. -Genetic Trauma will cause continual damadge to internal organs until treated through advanced methods, effectively working as a continual cancer/virus within the body to support it being a meta-level punishemnt. +Additionally "Toxins" (Poison and Radiation) as a damage will affect organs directly, and require Mechanical Inspection in order to identify proper treatment. +Genetic damage on the other hand will be removed as a damage type and be changed to an effect-only trauma. +Genetic Trauma will cause continual damage to internal organs until treated through advanced methods, effectively working as a continual cancer/virus within the body to support it being a meta-level punishment. ### Species specific trauma -Certain species require seperate trauma tables from standard species, such as aracnids exoskeleton. -Initialy implimentation with these species may not be as perfect as is ideal, however depending on the species they should be able to roll on an acording trauma table as would be appropriate for their pysiology. +Certain species require separate trauma tables from standard species, such as arachnids exoskeleton. +Initially implementation with these species may not be as perfect as is ideal, however depending on the species they should be able to roll on an according trauma table as would be appropriate for their physiology. In the case of no species specific trauma table however it should always default to a standard table. -In some cases trauma may entierly not function as a system *stares at slimes*. -These species can intialy function with the standard trauma rules, but should be worked with to create a system connected to the trauma tables, even if it involves a blanket table override for each damadge type. +In some cases trauma may entirely not function as a system *stares at slimes*. +These species can initially function with the standard trauma rules, but should be worked with to create a system connected to the trauma tables, even if it involves a blanket table override for each damage type. In the case of slimes, having specific chem metabolism with regen and additional hunger requirements may satisfy this. -They should still roll on tables, but Slime Trauma is likely to look entierly diffrent from every other species. +They should still roll on tables, but Slime Trauma is likely to look entirely different from every other species. -### Borgs -Thats right, im including borgs in this. -Borgs while being reletively simple to repair can also easily be included in this system, and identification only has to be at a surface level. +#### Borgs +That's right, I'm including borgs in this. +Borgs, while being relatively simple to repair can also easily be included in this system, and identification only has to be at a surface level. Their repair methods will of course not be the same as standard treatment, but there is no reason why a borg beaten by a toolbox should be repaired with a welder. As such they *too* will get their own trauma tables, with such treatment as "banging back the metal" and "replacing sheets". -The largest diffrence in treatment is that borg-treatment will immediately heal them instead of requiring additional recovery time. +The largest difference in treatment is that borg-treatment will immediately heal them instead of requiring additional recovery time. ### Death, CPR, and Airloss -As with the current system, the body must be healed below their death threashold to be revived, requireing CPR to recover that state and assist in fixing traumas associated with Airloss such as "hypoxia". +As with the current system, the body must be healed below their death threshold to be revived, requiring CPR to recover that state and assist in fixing traumas associated with Airloss such as "hypoxia". -### Antagnoists +### Antagonists Antagonists still need a way to heal, and existing measures can still be used within the current system, though with some changes. 1. Passive healing sources -Current passive healing sources such as the BC pylon can still be used to heal trauma, and over the course of healing may provide may automaticaly reduce the severity of trauma, or eventualy completely negate them. +Current passive healing sources such as the BC pylon can still be used to heal trauma, and over the course of healing may automatically reduce the severity of trauma, or eventually completely negate them. They do not however "treat" them 2. Active healing sources -Active healing sources (like if we gave a person a collosus type heal) will have to be balanced on a case by case basis, but until they are they can be assumed to automaticaly heal everything within the damadge range of the heal. +Active healing sources (like if we gave a person a colossus type heal) will have to be balanced on a case by case basis, but until they are they can be assumed to automatically heal everything within the damage range of the heal. 3. Healing Chems -For Nuclear operatives, syndicate agents, and other non-magical roles, a big source of antag-based healing will come from "advanced interdyne chems" or a simular equivilent which will be able to bypass the majority of trauma treatment. +For Nuclear operatives, syndicate agents, and other non-magical roles, a big source of antag-based healing will come from "advanced interdyne chems" or a similar equivalent which will be able to bypass the majority of trauma treatment. ## Game Design Rationale Each level of this system is meant to provide more immersion and layers to the world's medical and health systems, slowing down treatment and making it more indepth and engaging to those interacting with it. -Additionaly this systems forces combatants to actualy heal between engagements instead of slapping 2 bandages on themselves and calling it good, making atricion without proper preparedness to be a far greater issue. -Lastly it means that people cannot simply ignore injuries, and are far more likely to avoid combat when able to so that they dont have to go to medical for treatment. +Additionally this system forces combatants to actually heal between engagements instead of slapping 2 bandages on themselves and calling it good, making attrition without proper preparedness to be a far greater issue. +Lastly it means that people cannot simply ignore injuries, and are far more likely to avoid combat when able to so that they don't have to go to medical for treatment. ## Roundflow & Player interaction Over the course of a round this will create a *vastly* more complete triage system within the game, encouraging the proper use of medical supplies creating a more noticeable gameplay loop than just "oh yea bandage me so I can run right back in." -Idealy this results in the following styles of interaction: +Ideally this results in the following styles of interaction: 1. A gunfight occurs A security officer is downed and 2 civilians are hit. The officer is bandaged by the paramedic to staunch the bleeding as a priority patient, and given a stabilising medication. The civilians are healed if they are in a dangerous situation, if not they head to medical. -At medical the officer is checked for secondary injuries as they have sustained the most damadge -The Civilians are given a basic once over to see if they have taken any secondary injuries, and are either taken in for better care, or given some chems to heal the remainder of the damadge. -The Officer having bullets lodged in themselves has to have them removed, along with having to be given some chemicals to deal with minor organ damadge as they leave. +At medical the officer is checked for secondary injuries as they have sustained the most damage +The Civilians are given a basic once over to see if they have taken any secondary injuries, and are either taken in for better care, or given some chems to heal the remainder of the damage. +The Officer having bullets lodged in themselves has to have them removed, along with having to be given some chemicals to deal with minor organ damage as they leave. They spend some time recovering in the ward before heading back out. 2. -The syndicate heads to maints to heal themselves after the fight. -After getting to a quiet room they lather on some ointment on their burns, its not perfect but itl let them hide the pain and start it healing. -They then wear additional clothing to hide their injuries and identity as they head back to work, pretending like nothing happend. +The syndicate heads to mains to heal themselves after the fight. +After getting to a quiet room they lather on some ointment on their burns, it's not perfect but it'll let them hide the pain and start healing. +They then wear additional clothing to hide their injuries and identity as they head back to work, pretending like nothing happened. ## Administrative & Server Rule Impact (if applicable) This is likely to have an effect on powergaming rulings around med-huds becoming much more strict as it becomes possible to hide your wounds through clothing. -Additionaly a general look at powergaming around randomly holding topicals will need to be reviewed. +Additionally a general look at powergaming around randomly holding topicals will need to be reviewed. # Technical Considerations -There are many techincal and preformance issues with this implimentation as it is wide reaching. -First is the implimentation of a damadge handeling system that works between the the entity taking damadge and the actual health of the entity itself, along with the timer systems inherent in that. +There are many technical and performance issues with this implementation as it is wide reaching. +First is the implementation of a damage handling system that works between the entity taking damage and the actual health of the entity itself, along with the timer systems inherent in that. Trauma itself could probably be handled through Components given to entities accordingly, but would then require the ability to stack components accordingly. -The UI need is vast, even if the current scanner UI is mostly re-used a full implimentation would require much more effort than the current system, especialy if you include "treatment minigames". +The UI need is vast, even if the current scanner UI is mostly re-used a full implementation would require much more effort than the current system, especially if you include "treatment minigames". Prediction in the system will also have to be accounted for, perhaps using an RNG for each character that is initialised on spawn, and synched with client whenever the body is inhabited. + + From 87327fedea799c407fe30dc33caf749b83d9c3b1 Mon Sep 17 00:00:00 2001 From: Scrambledking <118861382+Scrambledking@users.noreply.github.com> Date: Thu, 18 Jun 2026 20:59:30 -0600 Subject: [PATCH 9/9] Update TraumaMed.md --- src/design-proposals/TraumaMed.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/design-proposals/TraumaMed.md b/src/design-proposals/TraumaMed.md index 0fe5226b..8f918b3e 100644 --- a/src/design-proposals/TraumaMed.md +++ b/src/design-proposals/TraumaMed.md @@ -102,7 +102,7 @@ Using this method should also suggest the possibility of internal trauma, though 3. Advanced Medical Inspection Advanced medical inspections can be done via the use of additional tools such as the stethoscope and provide further information on internal trauma. -5. Mechanical Inspection +4. Mechanical Inspection Mechanical Inspections are done via a proper scanning machine. These take time to proceed and are most often used to identify internal traumas such as damaged organs, lodged bullets or broken bones. @@ -123,7 +123,7 @@ When Raw Treatment is not enough, surgical treatment will be required. Surgical treatment involves a larger step by step process that results in additional traumas that must then be further tended to by Raw/Topical methods. A barebones implementation would be fairly similar to shitmed in implementation working through a UI menu for specific treatments, but would be intended to work as a Minigame-style surgery system in it's full form. -4. Chemical +3. Chemical Normal use of chemicals within this system hastens recovery post-treatment. Some traumas (See Organs, Toxin Damage, Genetic Damage) require chemicals to heal, but these are rare and expensive. @@ -138,7 +138,7 @@ Interaction types are how players will interact with the treatment system in gam Do after systems are simple "click button to do things" as they are now. Some treatment methods (such as applying ointment) may be left at this degree of healing, while other treatments are planned to be further expanded into "Minigame" treatments. -3. Minigame +2. Minigame Minigame treatment is intended as the final stage of implementation. Done entirely through UI this would involve such methods as "pulling glass shards out", "Taking a bullet out of a wound", "Stitching the wound" and "surgical" treatments.