Squad Medic Basic Surgery

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Mitchs98
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Squad Medic Basic Surgery

Post by Mitchs98 » 07 Aug 2015, 16:23

Summary (a quick, 2-3 sentence summary): Squad medics should be able to do basic surgery I.E Fractures.

Benefits (How this will benefit the server and game as a whole): It would add more balance due to aliens be shitlers and targeting hands.

Details (Description of how you think this would work, the benefits, etc): Not always will a competent Sulaco Medic come down to the FOB(Nor will there always...well most of the time...be competent Sulaco Medics period). Aliens target hands way more than they should, honestly. No where in the movie do you see aliens chopping hands. Field Medics SHOULD be able to set fractures, either that are you should be able to splint hand fractures. The current rules for Squad Medics make..no sense, honestly. 9/10 It won't matter if you stabilize them if they can't move due to fractures, or be moved. You won't always have a surgery table to cart them back on. You drag them? Guess what, that rib is going to stab all into their internal organs.

Implementation (Optional, if you have an idea how to implement it): Rule Change, simple as making some text changes.

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Sargeantmuffinman
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Re: Squad Medic Basic Surgery

Post by Sargeantmuffinman » 07 Aug 2015, 16:24

Nope.....-1.

Maybe....

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Re: Squad Medic Basic Surgery

Post by CaptainBritton02 » 07 Aug 2015, 16:25

Mitchs98 wrote:Summary (a quick, 2-3 sentence summary): Squad medics should be able to do basic surgery I.E Fractures.

Benefits (How this will benefit the server and game as a whole): It would add more balance due to aliens be shitlers and targeting hands.

Details (Description of how you think this would work, the benefits, etc): Not always will a competent Sulaco Medic come down to the FOB(Nor will there always...well most of the time...be competent Sulaco Medics period). Aliens target hands way more than they should, honestly. No where in the movie do you see aliens chopping hands. Field Medics SHOULD be able to set fractures, either that are you should be able to splint hand fractures. The current rules for Squad Medics make..no sense, honestly. 9/10 It won't matter if you stabilize them if they can't move due to fractures, or be moved. You won't always have a surgery table to cart them back on. You drag them? Guess what, that rib is going to stab all into their internal organs.

Implementation (Optional, if you have an idea how to implement it): Rule Change, simple as making some text changes.
You know, there's a thing called the grab intent. Use it. It doesn't open wounds more like dragging. But other than that I like this. +1
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Mitchs98
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Re: Squad Medic Basic Surgery

Post by Mitchs98 » 07 Aug 2015, 16:25

Sargeantmuffinman wrote:Nope.....-1.

Maybe....
For....what reason? That...makes no sense. Real field medics set fractures and such..so..?

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Re: Squad Medic Basic Surgery

Post by Mitchs98 » 07 Aug 2015, 16:26

CaptainBritton02 wrote: You know, there's a thing called the grab intent. Use it. It doesn't open wounds more like dragging. But other than that I like this. +1
Dragging doesn't open wounds, no. But it DOES cause fractured skull or chest injuries to move around.

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Re: Squad Medic Basic Surgery

Post by SASoperative » 07 Aug 2015, 16:32

Fixxed your format for you however I am going to go with a -1 and I am sure this probably won't happen. Squad medics even in reality at a FOB normally can at most stabalize a wounded marine and get them ready for a actual surgeon to help them. But over all they don't do it on their own.

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Re: Squad Medic Basic Surgery

Post by johners12345 » 07 Aug 2015, 16:37

-1 for above statements

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Re: Squad Medic Basic Surgery

Post by kurugi » 07 Aug 2015, 17:00

How about a combat surgeon who is part of the marines and doesn't have a specific squad who goes to the FOB and assists marines planetside. Maybe limit the role to one person and XOs won't make more.
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Re: Squad Medic Basic Surgery

Post by Feweh » 07 Aug 2015, 17:11

No -1

Medic's shouldn't be dealing with fractures, you need a doctor.

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Re: Squad Medic Basic Surgery

Post by indy4321 » 07 Aug 2015, 17:42

The question is: why? There hasn't been a rule against squad medics performing surgery in the field until just now. Why is that so? Heck, in the past squad medics used to have portable surgery kits.
Was the decision to implement this rule based entirely on roleplay, because that's how it works in real life?
Gameplay-wise, the rule makes no sense other than as a straight-up nerf to marines. Aliens often target hands and often end up breaking them. Since the weapons the marine most often tend to use - the M41A and the shotgun - require two hands to use, one broken hand pretty much kills their ability to deal damage, forcing them to switch to an SMG if they have one.
Since the main issue here is broken bones (the other common surgery, xenomorph removal, is complex enough that it's best done by the doctors), making it possible to splint broken hands or some other faster method of repairing broken bones (or at least making both hands useable again) would solve this problem.
Since broken bones are nonlethal, if you have a broken hand you'll be forced to wait for a long time until there's a lull in the amount of people with lethal injuries.

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Re: Squad Medic Basic Surgery

Post by Surrealistik » 07 Aug 2015, 18:42

Splints should be made usable on all body segments at a minimum.
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Re: Squad Medic Basic Surgery

Post by Infernus » 09 Aug 2015, 10:53

indy4321 wrote:Snip
The rule was added because normally, squad medics are there to stabilize the patients and prepare them for doctors to heal them and because when we had portable surgery kits, and when we allowed them to do surgery, there was no need for sulaco doctors, at all.

I agree on hand/foot splints tho.

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Re: Squad Medic Basic Surgery

Post by UnknownMurder » 09 Aug 2015, 11:22

Squad Medic can only stabilize and tend to the wounds... They have NO IDEA where the there is a fracture without a body scanner.

-1
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Re: Squad Medic Basic Surgery

Post by Evilkyle24 » 10 Aug 2015, 00:37

We should get a chemical injector or something that lets us move critical people around without killing them. Better for everyone.

Super innaprovaline or something. Stasis in a bottle.
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Re: Squad Medic Basic Surgery

Post by kurugi » 10 Aug 2015, 00:48

Evilkyle24 wrote:We should get a chemical injector or something that lets us move critical people around without killing them. Better for everyone.

Super innaprovaline or something. Stasis in a bottle.
Why not just get a few crates of stasis bags from requisitions before heading down?
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Re: Squad Medic Basic Surgery

Post by Evilkyle24 » 10 Aug 2015, 01:26

Dipshits like to unzip them with someone inside.
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Re: Squad Medic Basic Surgery

Post by kurugi » 10 Aug 2015, 01:38

Evilkyle24 wrote:Dipshits like to unzip them with someone inside.
Hit them in the head with a crowbar and throw them in one then.
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Re: Squad Medic Basic Surgery

Post by Astralenigma » 16 Aug 2015, 19:08

Honestly I think stasis bag should come with a dialog box just to be sure sometimes you're not opening because you want to but because you missed the control key while clicking it.

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Re: Squad Medic Basic Surgery

Post by TopHatPenguin » 16 Aug 2015, 22:01

Astralenigma wrote:Honestly I think stasis bag should come with a dialog box just to be sure sometimes you're not opening because you want to but because you missed the control key while clicking it.
This is probably a good thing to add so that people don't accidentally open it or etc
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Re: Squad Medic Basic Surgery

Post by HalfdeadKiller » 16 Aug 2015, 22:10

I would be okay with squad medics performing shrapnel removal for arms, legs, hands, and feet. Not the chest and head. And that would be the only surgery they should perform. The rest can be stabilized with the use of splints and quick clot. Heck, shrapnel removal can be done with an engineer's tools if need be, and tramadol can be a quick on the spot pain relief a relatively short surgery.

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Re: Squad Medic Basic Surgery

Post by sirnat » 16 Aug 2015, 22:20

Why not add a mobile surgical kit for sulaco doctors to actually beable to go planet side so that they can stabilize/somewhat heal fractures and remove aliens from marines without the chance of them busting on the way home.

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Re: Squad Medic Basic Surgery

Post by Mycroft Macarthur » 16 Aug 2015, 22:25

if you want to do surgery so bad just rob the ruined medbay on the planet, theres tons of great shit there, if your too lazy to do that then this is hardly OUR fault.

in addition, if the sulaco doctors are shit and incapable of doing their jobs, generally the admins wont care if you do it FOR them, i perform surgeries as an engineer all the time (or i did before the alpha and i stopped playing engineer) because i was usually the only one who actually knew HOW TO DO IT, the admins generally wont get pissy if you perform a surgery unless there are doctors who DO know how to do it who should BE doing it or if you are somehow preventing them from doing their jobs, just because you are a medic doesn't mean you dont know how to do it, it just means there are OTHER people who are supposed to be handling the heavy stuff, think back to red vs blue.

a doctor heals the sick and needy, a medic just kind of holds your hand while you die.

if you need convenient ways to transport people then just grab some more of those cryostasis bags, or even body bags will work in a pinch, i once crammed twelve guys into one bag so we could suprise the shit out of the aliens, you better believe when that alien runner found me and threw a facehugger at me he was VERY suprised indeed when twelve guys with m41a's appeared out of fucking nowhere and trapped him.

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Re: Squad Medic Basic Surgery

Post by apophis775 » 27 Aug 2015, 19:58

Denied.

We've got specific rules for surgery.

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