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[[File: | [[File:MDOffice5.png|200px|thumb|right|Your new home in space.]] | ||
Remember when the [[Head Surgeon]] used to be a real person instead of cardboard box? Well, the '''Medical Director''' basically has the same responsibilities: coordinate MedSci's efforts, work together with the other [[heads of staff]] to ensure that [[Medbay|medbay]] doesn't run out of supplies and help out when one of your departments happens to be understaffed. | Remember when the [[Head Surgeon]] used to be a real person instead of cardboard box? Well, the '''Medical Director''' basically has the same responsibilities: coordinate MedSci's efforts, work together with the other [[heads of staff]] to ensure that [[Medbay|medbay]] doesn't run out of supplies and help out when one of your departments happens to be understaffed. | ||
Revision as of 10:33, 30 May 2015
Remember when the Head Surgeon used to be a real person instead of cardboard box? Well, the Medical Director basically has the same responsibilities: coordinate MedSci's efforts, work together with the other heads of staff to ensure that medbay doesn't run out of supplies and help out when one of your departments happens to be understaffed.
Your headset is tuned in to:
- Research Channel (135.4) -> say :r
- Medical Channel (135.6) -> say :m
- Command Channel (135.8) -> say :h
What's my job?
With the exception of geneticists, the overall competence of your team will typically be low. That said, new doctors are often grateful for a mentor to guide them through surgery and confusingly-named medicine. As their boss, you should be familiar with basic and advanced medical procedures. Knowing your way around in pathology is a plus. Construction and maintenance of cyborgs may also require your attention, and it's not unusual for roboticists to abandon their post at the first opportunity. Power cell upgrades and limb replacements are just about the only things they can't perform themselves, so it's a nice gesture to lend them a hand. Since you are already there, why don't you build a medibot as well?
Another major aspect of your position is logistics. The lockers and vending machines stock a decent amount of medicine, but with greyshirts constantly streaming in, greedy chemists and just plain wasteful use of resources, medbay can and will burn through supplies incredibly quickly. While you can try to split the highly-desired hyposprays and healing patches between the doctors, it might not be enough in the long term. Thankfully, your ID card provides the access and credentials to address these problems! Head down to QM, order some medical supply crates or raw materials for the medical manufacturer and have them send to the MedSci cargo dock or M.U.L.E. delivery beacon in medbay. If they happen to be out of cash, use the bank records in customs or your own account to channel funds their way. Another feasible option is to enlist the mechanics. In return for new toys to play with (just let them scan anything they want), they will likely be happy to deliver a new medical vending machine or a couple of replacement defibrillators on request. You should also be aware that if the solars and engine are out of action, medbay is one of the first areas to lose equipment power. Yell at the engineers frequently to do their damn job.
Every medical PDA receives an alert should a body arrive in the morgue, yet many people have a "couldn't care less" attitude about reviving the dead. You shouldn't! Check the morgue on a regular basis and ensure they actually make it to genetics or, at the very least, robotics. It might also be worthwhile to label useless bodies (braindead, borged, cloned) or simply give them to the chef or chaplain, so the same waste doesn't end up in medbay over and over again. When nothing is going on, joining the quest for superpowers or researching diseases can be interesting too!
As the guy in charge, remember that communication is the key! Encourage your team to stay in touch via the medical channel, a frequency which is more often than not absolutely quiet. It's much easier to perform triage and deal with the victims of a mass bombing in an organized, efficient manner if the skills and equipment of everybody are known.
If everything else fails, there is at least one doctor you can always count on: Dr. Acula, the friendly bat.
Herr Doktor
So, you have been send by the Syndicate? Working for them isn't unlike a regular contract doctor, but significantly more access and an aura of authority leave you with more options to get the dirty job done. As a head of staff, the AI will be more willing to open doors...or you could just lay in ambush on the bridge and sedate the Captain. With a bit of persuasion, you can also arrange that your target doesn't receive medical treatment and conveniently forget about certain bodies in the morgue. Not to mention unusual methods of surgery - all in the name of medical research, of course!
Supplementary Video
{{#widget:YouTube|id=gorzU5beH9k}}
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |