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Important Planned Medical Changes mk II
Forum » Community » General Discussion
Joined: 20th Jan 2013
Rank: Management
Likes 2007
29th Nov 2018

There's an upcoming change that's going to slightly affect medical play-style for everyone, and seriously for the medic. So, I think it's probably important to share that ahead of time, and follow the advice an old man once told me: "Oi, give that a good swallow, would ya?".

CPR and Defibs will no longer result in 100% waking up
Currently being resuscitated also means becoming concious. This update will be removing this. There is a chance to wake up on resuscitation, with that chance affected by vitals and stability. On public this chance is much higher given the nature of respawn, and the uncertainty of medic presence. There's a couple of other factors that will affect  the chance, too.

You will remain stable upon successful resuscitation, just the unconscious element will have to be addressed by solving the underlying condition(s) - thus getting the medic a bit more involved through out the night, and increasing the difficulty of having someone in a serious state.

If we have a few occasions where we have a few unconscious for quite some time, I'll look into introducing medication (amantadine) that can be used to wake people up - but at the moment, I don't feel like this will be necessary.

Goodbye PAK, hello Surgical Team
It's been on my wish list for a long time now, and with the good stability out of the medical system, I think it's time to get rid of it for operations. It will remain on public, for the time being. Basically, when you get shot, you should suffer from it. We go through some real tough shit, and walk away with it all the time, and I'm trying to get a good balance between it being fun, being realistic, and really putting the fear into your pants when you get shot at.

This system is broken up into two parts.

Medical Facility - Surgical Team
In your traditional brick and mortar medical facility, or well equipped spacious medical tent, we have access now to a surgical team, allocated to us for our deployment. However, due to budgetary reasons and commitments elsewhere in the conflicts, we have a limited number of gurneys made available to us.

When you CASEVAC back a patient to the facility, there will be an option under advanced treatments in the medical menu, to hand over patient. This will almost instantaneously hand the patient over to staff. The patient will go into a particular animation (and unconscious if concious beforehand). Once handed over, they are in the care of the staff, and will not die (unless you relocated them, then they absolutely will). After X amount of time, varied upon how severe they are, and who handed them over, they will wake up fully revitalised and ready to roll. This is currently capped at the 3 minute mark.

The amount of remaining gurneys will be viewable under the diary for the mission. The amount available will change for many factors, but they are quite limited. I will be writing an override, so the mission maker can make it more or less limited, if they wished.

The only people able to hand over a patient currently are: Platoon Medic, Platoon Commander, Platoon Sergeant, Helicopter Pilot/Crew, and CSM. The goal here is to not have to pull off the medic from the front-line, with that becoming prohibitive to the enjoyment of everyone else. Ideally it'll be the sergeant and one other most of the time, and during the time they're under care, they can sort out logistics.

Medical Tent - Field Surgery
It would be a bit weird to hand over a patient to a surgical team, if you were inside a medical tent. So for these scenarios, the Platoon Medic will have the option to conduct Field Surgery instead. This will require an item, of which is consumed on use (same style as the Suture Kit). Probably will be a surgical mask. This will be a very limited stack, with no resupply option.

The time it takes to conduct Field Surgery will be shortened by how severe they are. Whilst under Field Surgery they will not require CPR. The way it's conducted will be similiar to how PAKs are currently done.

When this rolls out, the maximum times the medical tent can be deployed will removed. You'll once more be able to deploy it at your leisure, with the hindrance being the time to unpack/pack it, and the limited amount of Field Surgery you can do.

Mission Makers will be able to set placed buildings as Field Tents, via an attribute. Similar to how you currently set one as a medical facility.

"Jokes on them, I was only pretending to be retarded."

"With the first link, the chain is forged. The first speech censured... the first thought forbidden... the first freedom denied – chains us all irrevocably."

Joined: 22nd Jul 2015
Rank: Public Player
Likes 159
30th Nov 2018

Is there an estimated date where this update will come?

"sign me up squadfam im rifleman dudebro" -Infected

Forum » Community » General Discussion
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[TWC] Mc_Jazza 13:47
Get voting people! We're down in 4th
[TWC] Theo Papas 15th Feb
public is on (: come say hi!
[TWC] Vieira 15th Feb
fridays on public hahaha
[TWC] Harry 15th Feb
im down
[TWC] Hobbs 15th Feb
friday night pub at 7
[TWC] Hobbs 14th Feb
pub time
[TWC] Aleyboy 13th Feb
[TWC] Hobbs 13th Feb
sure, I'll be on around 7
[TWC] Lemon_Pizza 13th Feb
i reckon
[TWC] Condoxy 13th Feb
public tonight?
[TWC] Vieira 13th Feb
Hello there:
[TWC] Fro 13th Feb
The radar still spins, its spinning....
[TWC] Bosenator 13th Feb
> Building protected by an EMP Shield (Electro Magnetic Pulse)
[TWC] Fro 13th Feb
[TWC] Harry 12th Feb
=when air superiority is needed typhoons wont be going up with 10000lbs of Bombs
[TWC] Harry 12th Feb
the tornado is an outdated airframe and using the typhoon for multirole does in no way hinder it as an airsuperioirty fighter
[TWC] Harry 12th Feb
Or chaza...
[TWC] jayman 12th Feb
Except the F35 is actually better at everything chaza
[TWC] Aleyboy 12th Feb
Ill wander into the hangar next door and try and sneak out a Tornado or two.
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