Quote from: Galileus on November 18, 2013, 09:37:29 AM
I agree on the medical training part from the RW perspective, but not necessary from game logic one. You do get something great in here, with the med training stuff - but it cannot be too hard to come by. One - you would actually turn a lot of wounds for death sentences for players, and that would be frustrating. Two - because it needs to come to play, otherwise the whole thing is needless complexity for no payoff. It IS oh so tempting to make sure there will be situation where you risk your one and only doctor. But this could cost way too much in terms of gameplay. Implement that system badly and full team wipe-outs due to lack of medical staff are sure to ensue in horrifying numbers.
It may be harder to come by than you think. Is any of your friends a doctor? If yes, ask them. There's a reason why they're paid so well (or used to anyway).
If you read my rules carefully, the only patients that are "doomed" are those who are in the "dying" state. Everyone else will heal on their own. But they will heal very slowly without a doctor around. It is very important to have medical personnel. That means that doctors are not front line fighters. If a situation gets dire they may need to defend themselves. But be prepared that things go bad in that case. But I think if it gets so rough that you absolutely need to count on your last guy, you have a wipe-out on your hands anyway.
For me personally it would be weird if you took, let's say, a deep space miner, gave him a 2 week crash course in human anatomy and he would be able to perform surgery on a dying colonist.
) and some similar games because of the stories that develop. I discovered RimWorld on Quill18's youtube channel and found it unique enough to keep watching it's progress.