My gripes with the new medbay
Jun 23, 2014 1:46:57 GMT
Rusty Shackleford, halorocks22, and 1 more like this
Post by frances on Jun 23, 2014 1:46:57 GMT
Since I've been playing in medical a bit recently, I honestly feel like the new medbay leaves to be desired. It's harder to navigate, has some design flaws, and doesn't really do anything better than the old medbay. Basically, to me, it feels like the design was changed "for the heck of it", while making it a lot clunkier for no good reason. Without further ado, I'll attempt to list all of the issues I have with the new design, encouraging you to submit your own opinions on whether you agree or disagree with me:
As for things that are actually good:
That's about all I can think of for now. Agree? Disagree? Any other suggestions? Post them here.
- The hallway's layout is awkward. While the previous medbay had a single north-to-south hallway, with a corridor off the side, this one has a weird, tetris-shaped room which leads to everything from everywhere, followed by an (imo) equally confusing cactus-hallway. Additionally, as you can see here, i.imgur.com/bAdKGFi.png?1 , the shape of the main room gives off a very disorganized feel, with consoles, tables, sleepers and lockers organized haphazardly around a very vast, empty space that's difficult to fill.
- The morgue's layout is equally awkward, with two slabs just standing in the middle of the room, and opening to the side. Considering slabs can be rotated, they should be on either side of the room, not in the middle. Additionally, while bodybags have been readded, the morgue is still missing the necessary paper bin and filing cabinet used for filing autopsies.
- The CMO's office has bad furniture placement, with the CMO's desk being in the middle of the room, and a large, empty space existing behind it. Additionally, the full-room carpet doesn't fit with the regular furniture, or the rest of the medbay. Considering it also needs to overlook medbay, as well as be an easily accessible place by all station staff coming to see the CMO, I think it shouldn't be this far back into the medbay as a whole.
- The recovery room is badly designed in general. The beds are placed directly against windows overlooking the main hallway (patients need privacy, and no one wants to see burn victims being treated into what essentially constitutes the medbay's "storefront". Additionally, it's a bit too big, with all of the essential furniture (beds, tables and lockers) being concentrated against one wall/little niche. Also, the beds (which can't be rotated, and thus would need to be moved) have the patients' feet be against the wall, and are lacking blankets.
- Surgery is more cramped than before, as it lost a table.
- Storage is more cramped, and a mess of random gear piled up on two L-shaped tables, whereas the old storage had neatly organized medkits.
- The psych office has been cut down by half, losing a locker and (I'm pretty sure) a filing cabinet, and reducing it to basically nothing.
- The only vendor is all the way at the back of the medbay.
- Unlike many other rooms which got cut down, the break room actually doubled in size, while still remaining about the same in content, which takes up valuable space which could be used for other rooms. It also feels a bit weird that the staff's beds should be in the same open area where they go eat and take their breaks.
- There's an AI holopad in every single room, which honestly feels weird. The main hallway has like, three, four if you count the one in the adjacent reception area, two of which are essentially right by each other.
- There's also emergency closets everywhere, which you wouldn't expect to be a thing, seeing as the medbay is in the middle of the station, never gets any breaches, and should be equipped to deal with oxygen deprivation, because yeah, medbay. As an example, the main room + hallway alone have five emergency closets, which feels a bit excessive. No other area of the ship currently has this many emergency closets.
- There's disposal units everywhere. It's okay for genetics to get one, but do they one in cloning and in the research lab? The central room has two disposal units that are five tiles away from each other, and then yeah. Just, trash cans everywhere.
- Another really big problem is furniture spam. Basically, having a bunch of the same piece of furniture repeating, usually in a row, creating very bland and artificial areas. Examples here: i.imgur.com/WxennQO.jpg
As for things that are actually good:
- The chemistry lab looks good, and is functional
- The new waiting room is definitely better than the old one.
That's about all I can think of for now. Agree? Disagree? Any other suggestions? Post them here.