After talking to some people on the primary and some mission makers asking me personally about medical gear for missions I thought that doing a small thread about it might not hurt.
First and foremost: All the following information is subject to changes. Most of it fits to 3.7.0 but the majority of it will change likely once the ace_medical rewrite will be pushed (the planned milestone seems to be 3.9.0).
I have absolutely no idea when the rewrite will hit the deck, but I hope its rather sooner than later.
Also: For the peace of mind of anyone participating in this discussion read the whole god damn thread before answering to it!!
If someone wants to go deeper into the ace_med subject follow these links:
I have been asked multiple times what I would consider a proper medical layout for missions.
In fact, there is no standard which would be able to be applied on all type of missions as a semi-perfect solution. That is just how it is. The medical system is kind of complicated and the (no code) ace3 documentation on it especially concerning drugs, IVs, blood pressure, heart rate and the effects of these components on the entire system is, simply put, absolutely insufficient for a module with that size and game play impact. So the only way of gaining experience and knowledge as long as the documentation is not expanded is observation and reading through the most important issue reports on github (or spending hours of analyzing the ACE medical code every week to find changes made to it after each patch or major release).
To determine a proper medical structure and gear layout for a mission we need to go into some of the basics of the medical system.
Most of these informations are 3.7.0, please correct me if any of the following points have changed in one of the previous patches.
- BLOOD VOLUME IS THE MOST IMPORTANT VALUE IN THE CURRENT ACE_MED SETUP! W/O equipment to restore blood volume, no player can be brought back from being unconcious by hypovolemia. Unconsciousness due to pain is a different story.
- Each soldier has a maximum blood volume of 7000ml. So imagine a player going unconscious due to hypovolemia; he must have already lost 4200ml of blood. or more. Medics need the supplies to restore at least some of the volume.
- critical value of unconciousness due to hypovolemia: 60% and anything below
- critical value of IMMEDIATE DEATH due to hypovolemia: 30% and anything below
- The only thing a mission maker can do to support the correct use of the medical system is to provide a working, logical and scaled medical structure to his mission. ANYTHING else is basically up to the playerbase and their willingsness to learn and train themselves on the proper procedures of treatment and use of medical elements in their plans.
- The current advanced medical system is flawed in many ways. Most of them preventing proper scaling for mission makers. So there is only the decision left for smaller size missions to abandon immersion for the sake of a fluent mission or to not do so, but risking the missions balance and progress.
(Keep in mind that these suggestions do not orientate on real life equipment loadouts, but on my observations of equipment use on the primary)
All these can again change when new changes to bandages or other equipment is introduced in 3.9.0 or sooner.
AR, RM, GRN, FTL, etc.:
No of this below should be considered optional these are the MINIMUM supplies!
Has permission to use drugs, but not saline.
- 3 × Bandage (Basic)
- 4 × Bandage (Elastic)
- 3 × Packing Bandage
- 3 × QuikClot
- 1 × Morphine Autoinjector
- 2 × Tourniquet (CAT)
- 1 x 250ml Saline
Combat Life Saver/Combat First Responder:
(At least one person per standard squad should be assigned this task. It would make sense to pick the RM or GRN depending in weight and tasks.)
This would be the first role that actually requires a step more knowledge about the medical system than the regular players on the primary have.
Following gear ADDITIONAL to his own IFAK (as seen above)
Can use drugs,and saline but no surgical kits.
- 6 × Bandage (Basic)
- 8 × Bandage (Elastic)
- 6 × Packing Bandage
- 6 × QuikClot
- 2 × Morphine Autoinjector
- 2 × Epinephrine Autoinjector
- 2 × Adenosine Autoinjector
- 3 × Tourniquet (CAT)
- 3 x 500ml Saline
This would be the second most advanced medical role and the player should have full(!) understanding of the current medical system and should keep himself uptodate without being in need to be told so.
Following gear ADDITIONAL to his own IFAK (as seen above)
Can use all medical gear.
- 16 × Bandage (Basic)
- 20 × Bandage (Elastic)
- 16 × Packing Bandage
- 16 × QuikClot
- 10 × Morphine Autoinjector
- 10 × Epinephrine Autoinjector
- 10 × Adenosine Autoinjector
- 5 × Tourniquet (CAT)
- 6 x 500ml Saline
- 5 x 1000ml Saline
- 1 x Surgical Kit (only useable if the casualty is stabilized & in close proximity to a medical vehicle)
- Depending on the size of the mission a vehicle with additional supplies especially saline, plasma and blood classified as a ace_medical vehicle.
- One could also give additional supplies to the platoon sergeant and platoon leader (cross loading), if a medical vhicle is no option. In that case the surgical kit should not have unlimited applications(I am not a 100% sure if this can be limited).
There are no specific requirements for the company medics loadout. He can use all medical gear.
He though should have access to a long range radio to keep up to date with his platoon medics and have access to additional supplies with which he can resupply front troops.
He can be assigned the task of organizing casualty evacuation (in constant radio exchange with his platoon medics and their platoon sergeants) or be given the direct control over a CASEVAC element may it be ground or air.
Personal Aid Kits/MedKits (Urgh!)
The use of PAKs providing full heals has no immersional nor gameplay related value for any of our missions. (as of now... it might be that at some point PAKs will be required to fix broken legs etc.)
(Except seeders which only should provide them for full heals back at spawnbase and not as a grunt equipment for replaceing any other medical gear in a players loadout!)
Example Scenario Platoon Size COOP with att. elements
- A Squad is taking contact and both fire teams take heavy casualties. The Platoon leader has been informed about the inabbility of the squad to participate in forward actions
- The Squads CLS/CFR stabilized all casualties. All casualties are conscious and in no immediate danger of passing out. All casualties lost their abbility for fast movement (severe leg wounds).
- The Squads CLS/CFR looks at the casualties and determines the wounds as too severe to continue (as the reopneing wounds will drain his and the squads supplies in case of no treatment and the squads abbility of movement will be severely reduced).
- The Platoon Sergeant is contacted by the squads leader in charge (in case the SL is one of the casualties and passed out) and is told that the squad needs casualty evacuation for advanced treatment.
- If in foot range of the established CCP the CLS will carry the casualties to the CCP or a location where they can be safely picked up by the platoon medic, platoon sergeant or some vehicle transporting them to the CCP, never ever under any circumstances should the platoon medic move to the immediate front of fighting
- At the CCP (which would be around the platoon medics vehicle with his add. supplies) the abbility to use a surgical kit should be granted by the mission maker. The platoon medic can now also use his add supplies to get the casualties blood volume back to ok levels. After that the players should be able to return to their squad and continue the general mission.
Surely all of this is how medical assets should be used. I am also aware of the fact that this is anywhere but close to what some players might want, as it does not include rishung into enemy lines with 5 barreled laser guided rocket launchers on automode.
3.7.0 does not deliver much flexibility for mission designers to include for example medkits with decreasing efficiency or alike to addept immersion levels to the mission.
Sometimes I am even thinking that UO should abandon the Advanced medical system as the server population seems majorly unwilling to get themselves accostomed to /spend the required time to know it and include the necessary game play elements to fully support its features.
Go ahead and ask questions or go on a rant rage about how over-immersed I am and all of this will never be able to be applied whatsoever.
Edited by Pax'Jarome Malues, 2016-10-10 @ 07:03.