Most of the people you hire come with random stats. I bunch up all my GP, diagnostics and ward rooms together to speed up diagnosis. If you place all of these in a building on their own, they don’t get in the way of the crucial diagnostics. Some rooms, like the Pharmacy and De-Lux Clinic are “Treatment only”, ie they do not provide diagnostics and therefore patients will only go there if they need healing. I’m testing the use of “indoor fountains” at the moment as a way of mitigating the worst of it. I’ve found that just removing all food/drink/boredom items makes people less happy, but if keeps your queues drastically lower. It sometimes causes them to group in corridors and get passing patients stuck too. I’ve found that placing vending machines, magazine racks and other items after around level 8 causes patients to hold up there treatment to go eat something, sometimes when they are about to die. If they are spread over multiple buildings a patient will walk from GP in one building to ward in another and then back again. The closer these thing are together the less travel a patient will do. If not, the GP will choose the room with the highest diagnosis modifier for Lycanthropy.Patients will go back and forth between GP’s office’s, diagnostics rooms and the ward. Since the GP is a Senior Consultant, they send the patient to the room with the highest modifier for their illness, which, in this case, would be either Cardiology or Fluid Analysis, if they are available. Once processed, they receive 30% of the cumulative diagnosis (197%) of the doctor and items, which is 59.1%. The increase in Diagnosis Certainty will be the diagnosis modifier (percentage) of the cumulative diagnosis.Īfter checking in, the patient will make their way into a GP's Office with two Medicine Cabinets ( +2% Diagnosis Power), where a Senior Consultant (120% Diagnosis Skill) trained in General Practice V (75% Diagnosis Skill) attends to them. The cumulative diagnosis percentage of the doctor/nurse, machine upgrades (if any), and items in the room (if any).The illness's diagnosis modifier in that specific room (which is a percentage).The amount by which Diagnosis Certainty is increased by each visit to a Diagnosis Room is dependent on two factors: ![]() These are the rooms used to diagnose the various Illnesses: ![]() However, players must be careful, as Diagnosis Certainty factors into the Treatment's success chance. The Fast-Track Decision option in the Policy Screen allows any diagnosis doctor or nurse to send the patient for treatment, whereas, if the option is turned off, like it is by default, the patient may only be sent for treatment by a GP.Īdditionally, at any point during this process, the player may prematurely send the patient for Treatment if Diagnosis Certainty is at least 50% by clicking the "Send for Treatment" button on the Patient's Information Tab. Once it reaches the minimum amount, the patient will be sent for Treatment. ![]() It is important to note that only a doctor's level factors into this decision, while their diagnosis skill does not.Īfter each appointment at a Diagnosis Room, the Patient will return to a GP's Office and be sent into other Diagnosis Rooms until Diagnosis Certainty reaches the minimum amount set in the Policy Screen (default is 90%). ![]() Which room they are sent to depends on the illness and the doctor's level: Student Doctors are inexperienced and may send the patient to any diagnosis room, while, with each promotion, a doctor's chance to send the patient to a room that is better suited to diagnosing their illness increases, with a Senior Consultant always prioritizing the best rooms, assuming said room is present in the hospital. If the Illness is not diagnosed at this time, the Patient will be sent on to other Diagnosis Rooms to increase Diagnosis Certainty. At the end of the appointment, the patient's Diagnosis Certainty will increase. This begins with a visit to the GP's Office, where the Doctor will interview the Patient.
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