Stretchers and Other Medical Talk
Posted: Fri Feb 22, 2013 8:42 pm
So as the topic states, we need stretchers, or something along the lines of it. I don't like leaving one guy overburdened and walking, while carrying his comrade in arms back to base or to a town when he is incapacitated. My squad just rushes ahead, except for the newbies who stay ahead but not as far.
Situation for a stretcher:
Squad A encounters a patrol of Dust Bandits and attacks. The new guy in Squad A is incapacitated and the rest are wounded, with some who can't carry the new guy(severe arm damage). The new guy was carrying the stretcher, and two squadmates (who aren't badly wounded in the arms) unpack his stretcher and lie him down on it. They lift him up, and begin the trek back to base, going faster than with one guy being overburdened.
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Another feature that would make this game interesting would be stabilization(better known as stopping the bleeding and allowing medical personnel to move the patient). It would require little field medic skill, but wouldn't require medic kits(cases are shown that you can stop bleeding by hands, or with pieces of clothing).
Situation for stabilization:
Squad A, a recon team of three, notices an enemy patrol of two and engages. Squad A is slightly wounded, but has no field kits to heal their limbs. They use the stabilizing function(a re-coded medic function, that stops bleeding first, then inquires if the first aid provider has medic kits). They stop the bleeding and await for medical attention from the outpost they are either walking towards, or hold position and wait on the medical responders.
Situation for a stretcher:
Squad A encounters a patrol of Dust Bandits and attacks. The new guy in Squad A is incapacitated and the rest are wounded, with some who can't carry the new guy(severe arm damage). The new guy was carrying the stretcher, and two squadmates (who aren't badly wounded in the arms) unpack his stretcher and lie him down on it. They lift him up, and begin the trek back to base, going faster than with one guy being overburdened.
-------
Another feature that would make this game interesting would be stabilization(better known as stopping the bleeding and allowing medical personnel to move the patient). It would require little field medic skill, but wouldn't require medic kits(cases are shown that you can stop bleeding by hands, or with pieces of clothing).
Situation for stabilization:
Squad A, a recon team of three, notices an enemy patrol of two and engages. Squad A is slightly wounded, but has no field kits to heal their limbs. They use the stabilizing function(a re-coded medic function, that stops bleeding first, then inquires if the first aid provider has medic kits). They stop the bleeding and await for medical attention from the outpost they are either walking towards, or hold position and wait on the medical responders.