Technical support > Feature Requests

self-medication with medikits

<< < (2/2)

kurja:

--- Quote from: Sandro on January 11, 2013, 12:53:18 pm ---It can cause realism issues. For example, if your soldier was shot in the back -- you would presume him to be a Yoga master to be able to patch that?

--- End quote ---

Full explanation here http://www.writerlot.net/gary0064.htm - along with a statement that medkits are designed to be used on one's self  ;)

There would be more than morphine and band aids in a sci-fi medical kit, no?

Assuming it was doable to have medkits less effective when used on self, I don't see any game balance or realism issues with this. Self-medication should be a last resort, when a soldier has 6hp and 7 bleeding wounds and nothing else could prevent death, it should not replace current use model of medkits.

I'm rooting for this idea because it does a disservice to playing experience when a soldier carrying a medkit dies of wounds during the same round he was injured or the very next round; current wound system is great with that exception. There should be time to try and save the wounded soldier, isn't that the whole point of it? The guy still runs as fast as ever, operates complicated alien equipment like nothing but can't try and to compress his own wounds to reduce bleeding, c'mon.

krilain:

--- Quote from: geever on January 11, 2013, 03:55:32 pm ---I don't think morphine could stop the bleeding of any wound... And healing on battlescape is only (mostly) for treating wounds.

--- End quote ---
I've to say first that I don't have too much to say about how medikits work ingame for the moment. It is not about changing anything to the standard stuff. It is just a remark I add that says that in general even if not healed properly a soldier can get a second life - for a short time at least - if he uses some military drugs. I said morphin just because this one is very well known, but an other cocktail could do the job.

--- Quote from: kurja on January 11, 2013, 03:59:31 pm ---Full explanation here http://www.writerlot.net/gary0064.htm - along with a statement that medkits are designed to be used on one's self  ;)

There would be more than morphine and band aids in a sci-fi medical kit, no?

--- End quote ---
I love the novel, but unfortunately I can't enjoy it fully due to the need of translation.

--- Quote from: kurja on January 11, 2013, 03:59:31 pm ---Assuming it was doable to have medkits less effective when used on self, I don't see any game balance or realism issues with this. Self-medication should be a last resort, when a soldier has 6hp and 7 bleeding wounds and nothing else could prevent death, it should not replace current use model of medkits.

I'm rooting for this idea because it does a disservice to playing experience when a soldier carrying a medkit dies of wounds during the same round he was injured or the very next round; current wound system is great with that exception. There should be time to try and save the wounded soldier, isn't that the whole point of it? The guy still runs as fast as ever, operates complicated alien equipment like nothing but can't try and to compress his own wounds to reduce bleeding, c'mon.

--- End quote ---
It is all about the playing experience, you are perfectly right.

Here is what I imagine easily as a possible case. Lets say you failed into some mission. Having Lost one of your best soldiers, you analyse what happened and you notice that the lost soldier was carrying 4 medikits and despite you could have hidden him safely until the battle ends, he died because none of his stock of medication was abble to help him at least to extend a little his life time. If I didn't miss your argument you would feel very disappointed if it occured - just like all of us.

Anarch Cassius:
I'm not nessicarily against a heavily penalized way to do this, but I will say that you should remember a soldier can drop a medkit for another to use. This helps a lot when not every soldier is strong enough to carry a kit or one runs out.

geever:
It is not for a vote. Topic locked.

-geever

Navigation

[0] Message Index

[*] Previous page

Go to full version