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Offline QkiZ

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Medical staff
« on: January 21, 2010, 09:33:14 pm »
I'm playing from today in developer version (2.3). I have a hospital, but I can not employ medical staff, although I have a place in Living Quarters. How can I hire them?

Offline Viento

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Re: Medical staff
« Reply #1 on: January 21, 2010, 10:07:15 pm »
They don't exist any more. :) Hospitals work without them now,

Andy

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Re: Medical staff
« Reply #2 on: March 31, 2010, 07:35:50 pm »
Meh... Well I liked the idea of medics. Ill miss that feature.

Offline Chriswriter90

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Re: Medical staff
« Reply #3 on: April 01, 2010, 01:02:11 am »
Meh... Well I liked the idea of medics. Ill miss that feature.

Why, now you don't have to wast time hiring them or spend money on their wages.

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Re: Medical staff
« Reply #4 on: April 01, 2010, 02:22:52 am »
With medics you could adjust the speed at which you want your soldiers to recover.
Now it only depends on number of hospitals (or does it even?) what is a much less flexible adjustment.
Besides managing base personnel is also fun. I wouldnt even mind there being pilots as a separate personnel class.

Offline vedrit

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Re: Medical staff
« Reply #5 on: April 01, 2010, 02:35:25 am »
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

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Re: Medical staff
« Reply #6 on: April 01, 2010, 02:55:53 am »
Quote from: vedrit
A hospital requires roughly the same amount of people, regardless of how many wounded.
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.
« Last Edit: April 01, 2010, 04:01:22 am by Dark »

Offline Destructavator

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Re: Medical staff
« Reply #7 on: April 01, 2010, 04:39:20 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.

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.

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Re: Medical staff
« Reply #8 on: April 01, 2010, 09:26:59 am »
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.

Offline BTAxis

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Re: Medical staff
« Reply #9 on: April 01, 2010, 12:24:27 pm »
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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Re: Medical staff
« Reply #10 on: April 01, 2010, 04:28:45 pm »
Doesnt the same apply to Technicians and workshops?
Unless Im doing something wrong, I didnt see anywhere the option to assign them work.
You just need to have workshop and technicians and the number only gives you bonus.
The only difference with Scientists is that you can assign specific number of them for a task. Besides that its also the same.

Offline BTAxis

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Re: Medical staff
« Reply #11 on: April 01, 2010, 05:12:50 pm »
Yes, you can assign scientists and workers to multiple projects if you so choose. That's the main difference.

Offline Silversnow

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Re: Medical staff
« Reply #12 on: April 18, 2010, 05:43:30 am »
Yes, you can assign scientists and workers to multiple projects if you so choose. That's the main difference.
Aaand that flexibility is the reason why those 2 categories were in the original Xcom too  ;)
I agree that Medics are kinda redundants, because a hospital wing is usually fully staffed, the patient will heal itself and that takes time, no matter how much doctors are involved.
Research or engineering projects, on the other hand, have so many tasks to do that having more people to help can speed up the process.

What I'd like to see is some variability in Scientists or Workers.
Perhaps they could have a small (like 5%) bonus in their expertise field, like biology, mathematics, particle physics, composite materials, system designs, weaponry... Some are better at repairing, others at making brand new stuff or pulling appart alien stuff...

Just my 2 cents  ;)

Offline Prinegon

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Re: Medical staff
« Reply #13 on: April 18, 2010, 09:52:09 pm »
As already said, technicians and scientists can be assigned to seperate tasks. But at the moment biogenetic or cybergenetic bodyparts get implemented in this game, medics will be assigned to different tasks, too. Then you will have to decide, if a medic is to heal someone or integrate a cybernetic leg into a soilder.

I would feel right for me, if all medical reseach (starting with med kit and ending with the research of implants) would be done by medics, too. In real life medical research in this topic is done in hospitals, too. I wouldn't mind if authopsies were also done by medics.

Offline Silversnow

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Re: Medical staff
« Reply #14 on: April 20, 2010, 04:38:02 am »
Come to think of it, the "Medics" could handle the biological, exobiology & Alien interraction sciences, while the "Engineers" could build basic stuff, disassemble alien technology and design/build hybrid advances.
I know it was a game abstraction in XCOM but it never really made sense to me that the same scientists could perform autopsy/ and design a starship.  :-\
In fact, Biology & Engineering are two vastly different domains requiring a completely different career. Sometimes you can combine the two for new & unique applications, but that is done using mixed teams of specialists.

I know it might be far too late in the game to change that (and I'm cool with it if it remains as it is), but it would make sense to me if Biologists and Engineers were two different kinds of specialists that could work on different (or common) research/production projects.