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 Post subject: Medical Emergency
PostPosted: Wed 1. Oct 2014, 10:49 
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Joined: Thu 2. Aug 2012, 12:10
Posts: 389
This mission simulates an accident, where most of the crew are severely injured. The outcome depends on the quality of your medical team.
If crew members are injured, they constantly lose health, even more so when moving. To stop them from "bleeding", you can use a medic to stabilize them right where they are. Sickbay efficiency depends on the numbers of medics working there.



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 Post subject: Re: Medical Emergency
PostPosted: Wed 1. Oct 2014, 23:00 
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Joined: Thu 10. Oct 2013, 22:51
Posts: 102
great looks nice - what about medics carrying crew if they are very severe - can't be moved to medical on own


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 Post subject: Re: Medical Emergency
PostPosted: Thu 2. Oct 2014, 00:56 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
rsdworker wrote:
great looks nice - what about medics carrying crew if they are very severe - can't be moved to medical on own


I like the idea of being able to carry incapacitated units to medical, but instead of just the medic units, it should be universal (you don't need a PHD to pick a person up XD) would be a great way to add micromanagement to large firefights within ships

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 Post subject: Re: Medical Emergency
PostPosted: Thu 2. Oct 2014, 11:22 
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Joined: Tue 16. Apr 2013, 21:55
Posts: 195
Does the Sickbay heal crew during a gun fight? If so, it could be a balance issue - since that would make the room a front line combat defense boosting room for making a stand against enemy forces.


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 Post subject: Re: Medical Emergency
PostPosted: Fri 3. Oct 2014, 10:43 
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Joined: Fri 7. Sep 2012, 20:32
Posts: 243
Watsong wrote:
Does the Sickbay heal crew during a gun fight? If so, it could be a balance issue - since that would make the room a front line combat defense boosting room for making a stand against enemy forces.


A good question, if so the healing capabilities of a med bay should be disabled whenever an enemy enters the room, for balance purposes of course. I can't imagine it would be easy for the doctors to pull a bullet out of a wounded soldier with bullets whizzing by their heads! XD (or THROUGH them, depending on their luck ">.>)

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"We are here and it is now. Further than that all human knowledge is moonshine."


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 Post subject: Re: Medical Emergency
PostPosted: Fri 3. Oct 2014, 14:05 
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Joined: Wed 3. Sep 2014, 09:31
Posts: 33
in my view, the medic ability to heal someone should also be limited by the proximity of the enemy.

most, if not all, non-military character would certainly suffer from stress if the only thing that stand between them and the enemy is a sealed metallic door.

if we can speak about level of danger :

- lev 2 : when the enemy is in the same room, all non-military lose their ability and try to get out of the room. (immediate danger)
- lev 1 : when enemy are behind the door, all non-military get some malus. (impending danger)
- lev 0: area is safe and all character can do their duty without problem. (no danger)


then, it would be the best for the med bay to remain in the lev 0 area as long as possible. also, as non-military would try to avoid lev 2 area, it would be impossible to use them as meat-shield for the military, but there could be the exception of the "cyo" who are android and therefore could have a different perception of "danger" .


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 Post subject: Re: Medical Emergency
PostPosted: Wed 8. Oct 2014, 16:46 
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Joined: Thu 2. Aug 2012, 12:10
Posts: 389
very good ideas!
I will try the following: medics and "patients" simply stop "healing" as soon as they are firing their weapons. Let´s see how it plays out...


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