General > Discussion
Medical staff
vedrit:
pilots are seperate workers, hireable. It makes sense. A hospital requires roughly the same amount of people, regardless of how many wounded. Pilots is dependant on how many craft you have
Dark:
--- Quote from: vedrit ---A hospital requires roughly the same amount of people, regardless of how many wounded.
--- End quote ---
Sorry but I disagree.
The way I imagine medics at Phalanx, theyd be worlds best doctors - specialists in at least a few fields of medicine.
Of course the more of them, the more attention they can give to their patients, but I think that even a few would be able to provide sufficient medical care at a base.
Its odd to have a hospital with 10 medics watching over a base with 8 soldiers. It does make more sense if there are e.g. 30 soldiers though.
I think that the number of needed medics does depend on the number of troops at base.
Destructavator:
--- Quote from: Dark on April 01, 2010, 02:55:53 am ---Sorry but I disagree.
The way I imagine medics at Phalanx, theyd be worlds best doctors - specialists in at least a few fields of medicine.
Of course the more of them, the more attention they can give to their patients, but I think that even a few would be able to provide sufficient medical care at a base.
Its odd to have a hospital with 10 medics watching over a base with 8 soldiers. It does make more sense if there are e.g. 30 soldiers though.
I think that the number of needed medics does depend on the number of troops at base.
--- End quote ---
Well if you have a much larger base with more soldiers, you just build an additional hospital.
At some point in the future (not implemented yet) there will be implants and such which will also be done in the hospital, and adding bionic implants and such I'd imagine would cost money, part of which would be for the medical staff to perform the surgery.
It isn't a good idea to add management for every bit of miscellaneous or less-important personnel, too much required micromanagement would really slow down the game and make things tedious. Part of the monthly maintenance costs go into general staff I'm sure - It takes a good team of people to maintain and prepare the aircraft in the hangers, and all the other stuff to run everything in all the buildings.
Dark:
I agree with most of your arguments guys, but still, I also stick to what I said.
Simply, I liked the idea of medics. I dont think it was too much management to hire them, while it was a usefull adjustment.
BTAxis:
The reasoning is as follows. Medics didn't do anything but empower the hospital. Unlike researchers and scientists, they could only be assigned one task - healing soldiers - and that assignment was automatic. As such, whenever you built a hospital you *always* had to hire a full complement of medics. There was absolutely no reason do do anything else. The bottom line is, medics weren't a game element. They were just extra work.
In fact, one could argue that the same goes for the hospital facility itself. Not building one means soldiers won't recover (at least not as quickly), so any base that has soldiers must also have a hospital. However, since it is felt the hospital is a sensible facility to have (one expects it to be there), we decided to leave it. The team room, on the other hand, was scrapped for exactly that reason: it was a static bonus that didn't add anything to the game.
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