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Differentiate PAK and Medkit #6458
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There's no medkit item? |
Surgical Kit maybe? |
That does something completely different though? I'm confused now. |
I think there is a medkit in vanilla? Though that is switched out by medical supplies on init. |
It's called "First Aid Kit" in vanilla. The one that we convert to bandages Edit: Oh no wait. There is also the big Medikit. Image is like the Repair toolkit. |
I admittedly didn't check the item list and just brought this up based on ShacTac's feedback. However, I just looked now and see this: class ACE_medKit: ACE_ItemCore {
scope = 2;
displayName = CSTRING(Med_Kit_Display);
picture = QPATHTOF(ui\items\personal_aid_kit_x_ca.paa); // todo: new picture
descriptionShort = CSTRING(Med_Kit_Desc_Short);
descriptionUse = CSTRING(Med_Kit_Desc_Use);
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 10;
};
};
class ACE_personalAidKit: ACE_ItemCore {
scope = 2;
author = ECSTRING(common,ACETeam);
displayName = CSTRING(Aid_Kit_Display);
picture = QPATHTOF(ui\items\personal_aid_kit_x_ca.paa);
descriptionShort = CSTRING(Aid_Kit_Desc_Short);
descriptionUse = CSTRING(Aid_Kit_Desc_Use);
class ItemInfo: CBA_MiscItem_ItemInfo {
mass = 10;
};
}; |
So it looks like it's something that was newly introduced in the medical rewrite? I don't remember any thing about it. It apparently is used for a partial heal treatment action. I don't think we should keep this in the rewrite. Judging from the code, it defeats some of the other gameplay mechanics. |
The medkit partial heal mechanic is not only confusing, it's also here to fix a self inflicted issue. I suppose it has been added to patch up the limping due to leg damage, in the medical rewrite the "heal hitpoints" setting doesn't exist anymore, thus damage is allowed to stack infinitely and you're stuck limping. This is bad for multiple reasons:
As you can figure, i'm against the medkit and would prefer adding back the option to heal hitpoints and a splint. Concerning the customAimCoef i'd say it's closer to be it's own bug altogether than linked to the medkit but I threw it in there for good measure. |
I would be on board with adding back a "Bandages Heal Damage" setting and removing the medkit |
To give a perspective on how the pre-rewrite medical system has worked in one clans practice. We play with a form of pseudo-Advanced Medical enabled: In nopryl.no we equip Medics with the Personal Aid Kit which with our settings functions as a sort of madical rub-box capable of healing all ails in the field. Especially splints. The PAK is multi-use, must be used on a stable target, and can be employed anywhere in the field. Our only concern is that the PAK is very light; there is little to discourage anyone from picking it up. Each soldier carries a conservative number of bandages and tourniquets for immediate first aid needs. Because the PAK is a true Panacea we have little need for neither epinephrine nor morphine. The gameplay effect of this mirrors vanilla play, with some added complexity from bleeding and binding limbs. Our style emphasizes team work before realism. Generally a full platoon runs with 1-3 medics, either squad based or centered around the platoon HQ. A community perspective on this may be this:
This distinction mirrors the ACE setting to allow PAKs be multi-use in a diegetic, rather than an out-of-game manner. We tend to play infantry focused missions where forced limping would be a major detraction from the session experience. Having settings for treating limbs, without an excess of differentiated equipment, would in our opinion be beneficial. Keep up the good work! |
Basic / advanced has been replaced by another system. You however:
You can have an experience closer to vanilla with the medical rewrite, however, limping is a fairly big issue as I pointed out a few posts above. I do not think the medkit is a good solution to this issue. Meaning that for your community you would still be able to carry PAKs, make them multi-use or not and you'd be able to get rid of limping by either using the PAKs or using the said special item. In this example the rest of the communities aren't stuck with magical panaceas and everyone has a solution to limping. |
I also prefer splints. We just got a PR (#6412) for them in the old med system. No big deal getting them into the new one. We had a lot of discussion in Slack about Splints and how they should work. Maybe some mechanic to repair legs in the field? splint+surgical kit? I know it's not realistic. But that would be a nicer variant than bandages with heal hitpoints or using a full PAK. I also like the idea of single use PAK and multi-use but heavier medikit. Also consulted my groups medics about it and they like it too. |
I'll come clean and admit I've always hated the PAK 😄 Anything that allows players to not have to resort to using a magic full heal item is good in my book. |
So, to summarise ideas so far:
Also, I'd like to throw another one into the mix:
|
I would prefer not to introduce any self-healing option. Either keep PAK and magically full-heal everything that can be limited, for example to medical facilities and thus force a MEDEVAC, or allow reintroduce healing bandages. In both of them, you get an immediate feedback of what is happening as opposed to self repairing damage. |
For the self-healing not to be overpowered we'd have to make it so slow that you might aswell use a PAK. Not worth the effort. Also feels too Arcade-y |
same thoughts as dedmen on self healing, it's not worth it. |
I'd like to toss my 2 cents in here. I think it's important to keep the PAKs' behavior as a magical wand able to instantly restore one's condition. Both for consistency with previous versions and to allow instant health restore in some (non roleplay) situations. The medkit could be dedicated to a « more realism option » regarding limbs. When activated, this option would force the player to crawl instead of limping when damage stacks over the threshold. Applying a splint-like item could allow to limp at the price of raising pain (tourniquet-like), and the medkit would be used to restore the ability to walk/run. Similarly damage to arms would cause weapon drop / weapon sway / customAimCoef restore. Would be too hardcore an experience, perhaps ... wouldn't it ? |
I really like the idea of splint acting as a temporary solution that causes pain after a while, and splint+item (surgical or medkit) for a more permanent fix - much nicer than bandage to heal, or full heal PAK - in my opinion of course. Regarding the medkit, in ACE2 (I know you're probably tired of hearing this), -It was a single use item, but medics carried 2 by default, so you could replenish of enemy medics when in dire need. Maybe you could take some of this into account, if you decide to make a new single use item. On top of that, adding splint into the mix, we'd have something like ACE2 medical on steroids, which would probably shut a lot of people up that enjoyed ACE2 medical (myself included). |
…nality (#6458) Due to be replaced by an alternative treatment option such as a split
Splints are easy to use. I think it wouldn't be a problem to let non-medics apply splint's so that they can temp heal the real medic. The medic ofcause would need to get real treatment sometime later. |
I like the idea of splints being tourniquet-like extensions to the system. I will reiterate the concept of offering both PAKs and medikits. Medikits simply being heavier, but infinite-use PAKs. A PAK being able to full heal in he field. This creates a nice consistent system which is easy to adjust to each groups needs. |
Personally I like the option of leaving guys limping and making it a little challenging to finish the mission. Sure in small communities its a pain in the butt but in larger community missions it allows for multiple variables to be introduced. If I as a platoon leader have >1 or more injured players what do I do? In our community we tend to have the more in depth full scale type of mission with longer operations and actually have a medical aspect we like to run with for triage and calling in CASEVAC when we get the engagement down to a manageable point. We would love to see some various options in the settings to allow communities to make adjustments to how they function with the various available items such as a personal aid kit ; which should be the basic stuff to allow you the player to put white stuff on red stuff till the medic arrives. Along with the Medic(s) having a more comprehensive medical bag that is literally just shy of a mobile operating room and then having a surgical kit/items available back at base to allow for complete healing of the players. Personally for me being able to heal in the field is not something that our community is fond of and outside of less realistic game modes such as Wasteland, Exile, KOTH, Overthrow, Liberation, etc...its great for when I want to just jump into a public server and play but for our milsim group it's not what we enjoy and what we like as a whole. |
This is the advantage of adding items like splints, you can choose to not gear players with them if you don't want them to be able to heal limping in the field 👍 |
An area of the medical UX that could use improvement. These item names are ambiguous and so similar that their use is not immediately self explanatory.
What ShacTac have done:
I quite like this personally, but perhaps other people feel that it's not realistic enough? Please weigh in with any thoughts!
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