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Messages - Haravikk

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Research Department / Re: Prevent Upgrade to Consultant
« on: August 11, 2013, 08:04:19 PM »
The current system somewhat has a mind of its own, which in my opinion is good. It makes the game less predictable and more challenging.
You mean the CorsixTH implementation? In the original I've definitely used consultants with two specialisations to produce doctors fully trained in the same two specialisations. I've never tried with a doctor that already has the third though, to see if it's possible to get all three.

If you remove such things, eventually you'll end up with a sandbox game without any challenge at all.
I agree, but the problem is that the way it works in the original doctors will eventually become Consultants either simply over time or by working. But this can actually happen while they're in the training room learning, which isn't very good. Actually, maybe a simpler fix then would be to just have them not gain experience at all while assigned to the Training room? This wouldn't affect Consultants, and makes sense for others since they're not actually working.

Research Department / Re: Prevent Upgrade to Consultant
« on: August 02, 2013, 08:50:39 PM »
Your conclusion that it would be to train to Consultant regular GP level (i.e. no specialisations) is wrong, though, assuming you can find a Consultant regular GP in the first place - just get them to teach and the students will simply progress to Consultant status (unless they have a half-learnt specialisation holding them back, but even then they can still improve their abilities so learning time isn't wasted).
Normally doctors will progress to Consultants over time (or by doing stuff, I'm not sure exactly); even if you grab all junior doctors at the start of a level they should all be Consultants at the end of the level wether you teach them or not.

What I'm proposing is that this progression will stop at Doctor level, unless they have a speciality as a Surgeon, Psychiatrist or Researcher, which I think will help to avoid situations where your non-specialists become untrainable by Consultants with the skills you want to pass onto them.
The problem with that is that then you would never be able to gain new Consultant GPs, unless that were added as a new speciality (of sorts).

Actually, thinking about it I think the simplest solution might to just remove the learning restriction of the original game, so that Consultants can still be sent to learn whatever skill(s) are currently being taught. Basically the first consultant you drop onto a training room should become the teacher, and all other doctors dropped into the room (regardless of their level) will progress towards learning any specialities they don't already know.

For the sake of sanity though it may make sense to have a limit of how many specialities you can learn, say to two. Otherwise you could train any doctor to be a specialist of all three types, and maybe change the rate of learning so higher level doctors will learn more slowly, while juniors can be trained (relatively) quickly.

Research Department / Re: Disease suggestions
« on: August 01, 2013, 12:33:34 PM »
Name: Phantom Limb.
Cause: Constantly sticking hands into holes in walls and pretending they're being bitten off.
Symptoms: Invisible extremities.
Cure: Random assortment of placebos with mild soporific, plus a follow up appointment to correct sense of humour.

Name: Funny Bones.
Cause: Unexpectedly painful corners on furniture.
Symptoms: An almost total loss of motor control in the arms.
Cure: Surgical replacement of all humorous bones.

Name: Hyperchondria.
Cause: Frequent self diagnosis.
Symptoms: The patient will genuinely gain every symptom of illness that they see or hear about.*
Cure: Cocktail of antibiotics followed by a lecture on seeking professional advice in future.
*Visually the patient will take on the same appearance of any sick people they come near to, e.g - if they pass a person with Serious Radiation they will turn green, if they pass someone with Fractured Bones they will return to normal but be wrapped in bandages etc.

Research Department / Re: Doctor Availability Tweaks
« on: August 01, 2013, 11:02:16 AM »
True, but either way I think it's something that could be needed. I've had levels nearly end in disaster just because every time I opened the menu none of the specialists I needed were there, so I was probably somehow timing it to miss when they were available. Fortunately I got a researcher, but I think I had one (terrible) surgeon and nothing else, which wasn't the best arrangement when everyone seemed to have Spare Ribs :)

Research Department / Re: Actions While Paused
« on: August 01, 2013, 10:57:32 AM »
You can build whilst the game is paused if you want to.  Look in config.txt.
Oh sweet, in that case never mind, maybe now I can actually build a decent set of starting rooms. I'm usually lucky to get three rooms down in the time to open, especially when nothing wants to fit where I think it should no matter how much practice I get :)

Research Department / Re: Doctor Availability Tweaks
« on: August 01, 2013, 10:51:09 AM »
Staff availability is taken from the level files, so it is predetermined to a point in them.
Oh, hmm, I didn't realise that. Okay then, what about having them take longer to expire if there are empty specialist rooms they can staff (so when you open the menu to look they're more likely to still be there), but their asking price will go up over time. So you're better to get them early, but if you really need them then you can still get them.

Research Department / Doctor Availability Tweaks
« on: August 01, 2013, 10:22:02 AM »
I'm not sure what algorithm Corsix TH currently uses for making doctors available, but it still seems fairly random (or I'm just really unlucky). But one thing that I found a huge hindrance in the original game is that you can spend half a game without any doctors with specialisation you need coming available to hire.

What I'd like to propose is that if your hospital has a particular need then doctors that are suitable will become more likely to appear, i.e - if you have an under-staffed operating theatre then surgeons will become more likely to appear, if you have an empty psychiatry room then a psychiatrist will become more likely to appear and so-on. The quality would still be random, so it's up to you to decide if you can manage with a terrible surgeon just to have the theatre open for business, but it would at least mean you don't have rooms open with no staff to run them.
Otherwise you end up with the opposite where you hoard every specialist you can get at the start, even if you can't use them for anything besides general diagnosis to begin with.

Research Department / Prevent Upgrade to Consultant
« on: August 01, 2013, 10:15:10 AM »
I'm not sure if this counts as a bug or not, but one annoying behaviour I've found is that if a doctor progresses to the rank of consultant, then they are no longer capable of learning to be a surgeon, psychiatrist or researcher, even if they already have progress to any of these professions.

I think a better behaviour would be for a doctor to only begin progress towards becoming a consultant after they have learned a specialisation (or if they already had one). This way it is always possible to train an unspecialised doctor in something.

The only side effect of this really is that then you would lose the ability to have a consultant level general practitioner, though this could possibly be addressed by having a GP speciality, but instead of limiting use of GP rooms to such doctors, the specialisation could allow them to make a diagnosis much more quickly, or command better prices from patients or some other suitable bonus. The alternative might to have the restriction kick in for juniors only, who would never progress to doctor until taught (even though they can still practice in general rooms), but that might be a bit too annoying as it would require you to build a training room early on.

Research Department / Map Flatten
« on: July 31, 2013, 09:21:04 PM »
I dunno how many other people have played Stronghold, but one feature I love in that game is the ability to flatten the map by hitting the space bar. All walls and other large items are immediately flattened with only filled tiles indicating where they are, making it a lot easier to see and manage objects that are in awkward positions.

For example, if I build a 3-tile wide corridor north-west to south east, then one side of the corridor is facing toward me, and the other is facing away. The side facing toward me is easy to position benches, radiators etc. onto, but the other side of the corridor is very hard to see; you can usually just guess or try putting something down to see if a tile is already occupied, but by "flattening" the map it would be a lot easier.

Research Department / Actions While Paused
« on: July 31, 2013, 09:16:23 PM »
While the hectic pace can be part of the fun, often times it's more of a huge annoyance. In the original game you can't do anything while paused, but I was thinking that certain things could be allowed while paused to help us build better hospitals rather than shoving rooms randomly into available spaces as they're needed :)

Basically editing and building of rooms/corridor upgrades would be allowed, with the exception of anything that requires characters to get out the way (since they can't as they're frozen in time). Also, picking up staff to move around.

All too often I find an emergency comes in but none of my doctors are where they're supposed to be, or in my rush to build something I miscounted the size of a room and placed it poorly, meaning I have to then edit the room, relocate it and place everything back inside, wasting huge amounts of time.

Research Department / Re: destroyed rooms
« on: July 31, 2013, 09:10:39 PM »
Just run into some destroyed room woes in a later level, very annoying!

My vote would be for the damage to just disappear over time, as it's probably the simplest method. Could be done by having the remains smoking away, and the smoke dying off as the room comes close to resetting. Once reset it's just a bare room again, and editing will let you restore everything that was previously in the room (at cost of course, you did let it explode after all).

I do wonder if fire extinguishers should have some impact on this effect? For example, shortening the time it takes to recover from an explosion, and with fire extinguishers in corridors having a lesser effect but for several nearby rooms?

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