MedKits

Started by BetaSpectre, July 20, 2014, 02:02:26 PM

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BetaSpectre

How do you think these will be implemented?

Personally I feel like they should have two modes both over time.

Use in the field will get half the rate of normal medkit health regeneration enough to ensure you don't die while being dragged home or when capturing someone.

And another when used on an Incap'd and in bed person for normal medkit health regeneration.
The bed should then change color to that of the med kit to signify that its healing.

Also natural healing should be pretty low with the use of a bed/floor but damage should stop like how it works now.
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Ink.

I kinda think it would be a cool concept if medkits were equipped like weapons. Meaning you could have "medics" who don't shoot but instead try to take care of your wounded. Kinda would also be cool if colonists can't use a medkit on themselves, so you couldn't just place a medkit at each of their feet for when they got hurt, heal when ones low and then return fire again.

I wish we could have prioritized beds specifically for wounded so you wouldn't have to have your medics dragging incapp'd all the way to their bed but rather in a med bay for treating them. Kinda like having a mini MASH base for your doctors to heal your soldiers.

Well, at least that's my .02

Damien Hart

I was thinking something more along the lines of an immediate health boost with a base of around 20-30, increasing slightly with medical skill, but only useable if a pawn is below a certain threshold, for example 30 health (I think that's the incapacitation threshold right?).

That way it can be used to get a colonist back on their feet, rather than instantly restore them to full health.

TrashMan

OR, using a medkit on a downed colonist stops bleeding, while using it on a recovering colonist (in bed) vastly boost regeneration speed?

May something like DF wounds?

zerolightning

Well medkits are gona be used just on colonists when they sleep.The medkit is gona give instant health or regeneration for X seconds ( X== any number)

Ramsis

I don't know how they are used but I personally enjoy how they work in TTM. You can have a colonist hold it like a weapon and when recruited they can heal allies with it slowly over time; it's pretty amazing!
Ugh... I have SO MANY MESSES TO CLEAN UP. Oh also I slap people around who work on mods <3

"Back off man, I'm a scientist."
- Egon Stetmann


Awoo~

Hippysg

How about require them to build Hospital Bed?

BetaSpectre

The hospital bed seems more popular than a field medkit xD.
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Somz

Op. giving 50 hp for a fighting colonists, 100 in bed, is just too op.
You could just keep them fighting 'till they die from starvation.
I think a HoT (heal over time) effect should be applied upon use,
AND
I think -depending on medical(?) skill, a colonist 'may' equip medkits to heal with reduced effect people outside of bed, in combat for example.
Again, it should be a HoT, so it 'might just keep them alive'.

But look at it this way: Even if you have a medkit, if a bullet goes through you, you can't just apply it and get up all well. You might not bleed out or get a sweet infection killing you, but you'll be wounded nontheless, it'll be time healing you, not a medkit. It only speeds up the recovery.

That's my opinion.
To beer or not to beer.
That is a laughable question.

BetaSpectre

LOL I was simply unclear in my OP, but now that people have mentioned it...
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Hippysg

I would have a limited number of uses per equipped medkit, else we would only need 1 to heal everyone forever.

BetaSpectre

Or you know just pick up 75 at a time and have them used up as normal.
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zerolightning

The best use of medkits is for $$$$$$$ because they are doing nothing now. The bulet thing..I keep some of it.They are probably gona be used by mortars or ammo for your wepons.

muffins

Items have health points and are destroyed when this reaches zero. A very simple implementation would just see medkit hit-points transferred to colonists when used.

Rahjital

I have a feeling medkits will get an use soon, since the doctoring skill is one of the unused ones (come on, feeding bedridden people doesn't count) and actual healing instead of beds having a magical regeneration boost is going to be a pretty major game mechanic. Shells and missiles are not as important, though, and may not get an use at all.

Not that any of it matters in Alpha 5. Just sell all of it and bathe in your newly gained silver.