Medical priorities

Started by deshara218, July 20, 2015, 05:15:52 PM

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deshara218

Colony that hasn't gotten its harvest of xerigium in yet runs out of starting medicine. Colonist A (backup doctor) gets bitten by a cobra, right before a fairly lengthy attack that keeps everyone tied up. One of the other colonists, B (main doctor) goes berzerk because of the corpses she's having to clean up and some of her (minor) injuries, beats colonist A up before getting contained. Once B has cooled off, colonist A goes dazed, stands in a field for 2 days letting her completely irrelevant cobra bite get infected. She eventually snaps out of it, goes and lays in bed and I set the doctor to go patch her up, and the doctor proceeds to stand there and fix bruises until she goes berzerk or dazed from neglecting herself, and the patient dies of infection. I reload save, make the doctor work on the patient until she's on the brink of snapping, then go and collect herself for a bit and get back to it and still the patient dies. I do this about 12 times, and can never get the patient to 60% immunity before she dies.
I get that this game fucks you and it's supposed to, but it shouldn't fuck you just by not allowing you to save a character from a inevitably fatal infection because the doctor thinks putting ice packs on bruises is more important. A pawn that's recieved fewer bruises than it takes to incapacitate them from pain shouldn't be incapable of being saved from a bite that hasn't even become infected yet by a not-incompetent, not-crippled doctor because of how many bruises they have. I feel this would be fairly easy to prevent.
You could either make the game automatically prioritise serious illnesses or injuries by the % of impairment that it's causing and whether or not it can/will get worse (for example open wound/progressive illness/infection>broken bone/bruises/chronic condition), or just give us the ability to click on a condition in the health screen and mark something that a doctor could operate on as critical and make it the first thing that the doctor would try to deal with when they go to operate on the patient.

Also, doctors working on crazy people when they're unconcious is a thing. I get that being able to restrain somebody would be something that needs to be worked on, but for now could we be able to rescue somebody who's in some way non-compliant with the player (berzerk, dazed...) and doctor them while they're unconcious if they, say, get beaten stupid or collapse from exhaustion? Cause watching somebody who's hurt lay unconcious in a field and die of something your doctor could prevent but won't because of what their mental state would be if they were awake is just frustrating.

SteelHeart

Summery of that wall of text: doctors should prioritize more serious injury over minor bruises.

MrWiggles

Triage isn't a bad idea. Though how it to be implemented is the question.  Why would crap doctor  be able to conduct triage?

And its also not just plopping in triage, it'd probably have to restructure the job system, which seems to be this based on distance and last in first out. I think.

Toggle

Yep... So you decided to post this in the suggestions thread. As said in last thread you have a mod that makes the game more difficult, which I'm just saying is largely effecting this.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.