Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » "improvised 1st aid" skill
"improvised 1st aid" skill[message #101412] Fri, 04 June 2004 05:27 Go to next message
trevorColby is currently offline trevorColby

 
Messages:26
Registered:August 2003
Request for new skill:

"Improvised 1st aid"

Allows the merc to perform 1st Aid on the battlefield, at half of his/her normal rate, without a 1st Aid Kit or Med Kit.

Rationale: Mercs with this skill are able to fashion materials required for emergency first aid without having a proper kit. IE, they can make a splint out of a stick, bandages by ripping up shirt sleeves, etc.

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Private 1st Class
Re: "improvised 1st aid" skill[message #101413] Fri, 04 June 2004 05:52 Go to previous messageGo to next message
TheScreenJockey is currently offline TheScreenJockey

 
Messages:22
Registered:March 2004
Location: Denmark
Great idea!

(and we all want to see Fox tearing up her shirt to make bandages, right? Wink )

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Private 1st Class
Re: "improvised 1st aid" skill[message #101414] Fri, 04 June 2004 06:18 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Somewhat unrealistic IMHO. You might stop a bleeding, but that's about all you might do with improvised materials. But why not.

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Master Sergeant
Re: "improvised 1st aid" skill[message #101415] Fri, 04 June 2004 06:36 Go to previous messageGo to next message
TheScreenJockey is currently offline TheScreenJockey

 
Messages:22
Registered:March 2004
Location: Denmark
Quote:
Originally posted by Kurt:
Somewhat unrealistic IMHO. You might stop a bleeding, but that's about all you might do with improvised materials. But why not.
That's pretty much what you do when you use a 1st aid kit on a merc in combat.

Perhaps it should take twice the time to do it with improvised materials?

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Private 1st Class
Re: "improvised 1st aid" skill[message #101416] Fri, 04 June 2004 07:30 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Quote:
Originally posted by TheScreenJockey:
That's pretty much what you do when you use a 1st aid kit on a merc in combat.
In RL yes (almost), but in JA it means getting some more advanced healing (things like removal of bullets or shrapnel from the wound, desinfection, putting bones back together, stitching, and so on).

Making it take twice the time without the proper equipment is a good idea.

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Master Sergeant
Re: "improvised 1st aid" skill[message #101417] Fri, 04 June 2004 08:51 Go to previous messageGo to next message
trevorColby is currently offline trevorColby

 
Messages:26
Registered:August 2003
"Allows the merc to perform 1st Aid on the battlefield, at half of his/her normal rate , without a 1st Aid Kit or Med Kit."

Seems we agree that is a good idea. Smile

Maybe someone with both skill slots appointed to this skill -- an Improvised 1st Aid Expert -- could do it at 80% of the normal rate.

This skill applies to first aid only -- it does not aid the "Doctor" task in any way, and does not allow a Merc to perform the "Doctor" task without a Med Kit. It's just a nice way to characterize some Mercs as expert medics, and it also gives you a fighting chance if you've got a man down, under fire, and no way of getting a 1st aid kit to him in time. Of course it is preferable to have everyone stocked with medical supplies, but this might not be the case early/mid game.

Also it has a certain guerrila chic to it. :karate:

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Private 1st Class
Re: "improvised 1st aid" skill[message #101418] Fri, 04 June 2004 10:25 Go to previous messageGo to next message
TheScreenJockey is currently offline TheScreenJockey

 
Messages:22
Registered:March 2004
Location: Denmark
Actually, I don't think it needs to be a special skill. Everybody should be able to do it, but perhaps such skills as Combat Medic (heals 20% faster in battles) and Efficient Doctoring (bad name, restores health 20% faster outside combat) could be included?
It would at least give the current medics some other skills than Ambidex and Teaching Wink

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Private 1st Class
Re: "improvised 1st aid" skill[message #101419] Fri, 04 June 2004 12:27 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I like it and do believe it should be a specific skill. Anyone can fix a car. Some people just don't. It would be the same with the spontaneous ingenuity you'd need to make a splint from some debris or punch a hole and insert an empty pen in someone's trachia when their windpipe gets crushed.

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Sergeant Major
Re: "improvised 1st aid" skill[message #101420] Fri, 04 June 2004 20:12 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Quote:
Originally posted by trevorColby:
This skill applies to first aid only -- it does not aid the "Doctor" task in any way
Problem is, and that's why I'm skeptical, there is no distinction between "first aid" and "doctor" in JA. In JA, if someone is able to wrap a piece of cloth around a bleeding wound, he's able to do some brain surgery too... And I think we all agree that should require some basic training!

JA should separate "1st aid" and "doctor" (like Fallout, for instance). Let "first aid" just stabilize wounds, but you need a true doctor (and supplies) to actually heal someone. If not, nasty things can happen (gangrene, tetanus, limbs getting stiff forever, death).

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Master Sergeant
Re: "improvised 1st aid" skill[message #101421] Fri, 04 June 2004 21:48 Go to previous messageGo to next message
TheScreenJockey is currently offline TheScreenJockey

 
Messages:22
Registered:March 2004
Location: Denmark
Quote:
Originally posted by Khor1255:
I like it and do believe it should be a specific skill. Anyone can fix a car. Some people just don't. It would be the same with the spontaneous ingenuity you'd need to make a splint from some debris or punch a hole and insert an empty pen in someone's trachia when their windpipe gets crushed.
Looking at the world from a JA-perspective, people with a good mechanical-skill can fix a car. Those with 0 can't.

Likewise, people with a good medical-skill should be able to fix people in a pinch. Puncturing a trachia isn't exactly something you learn at a basic first-aid course (at least I didn't), and it's only something that should be attempted if you have a good understanding of anatomy, and how to deal with it later (= high medical-skill).

Some of the things I learned when I took a first aid course was to stop artery bleedings with a belt and two fingers, and making compressions with a scarf and a lighter, and the like.

If we define that the medical-skill includes both first aid and doctoring, then I believe that you should be able to patch up mercs with improvised materials, at a slower rate. If medical is split up in First Aid and Doctoring, then it should be under First Aid (imho).

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Private 1st Class
Re: "improvised 1st aid" skill[message #101422] Sat, 05 June 2004 00:55 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
So what you're talking about it making a new item "bandages" which would be less efficient than a first aid kit. Sounds simple enough. You should be able to do it by using a knife or bladed weapon on a t-shirt.

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Corporal 1st Class
Re: "improvised 1st aid" skill[message #101423] Sat, 05 June 2004 03:58 Go to previous messageGo to next message
cougar

 
Messages:254
Registered:March 2000
@KIA so you mean you are not strong enough to rip apart that t-shirt. Smile .

@Kurt Let "first aid" just stabilize wounds, but you need a true doctor (and supplies) to actually heal someone.
That is true but then i think you have to make a distinction between life threatening and not life threatening wounds, the way JA2 is built now you could still walk when you have 16 HP. In RL anyone with basic knowledge of first aid could help with the continued care of for example a shallow stab wound (keep it clean, change bandages etc.) but if you have for example a collapsed lung you need some special knowledge and equipment.

I think this is a really interesting discussion, especially as i will soon join the army for a 10 months long tour as a medic group :nurse: leader. :nurse:

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Master Sergeant
Re: "improvised 1st aid" skill[message #101424] Sat, 05 June 2004 04:04 Go to previous messageGo to next message
trevorColby is currently offline trevorColby

 
Messages:26
Registered:August 2003
Quote:
So what you're talking about it making a new item "bandages" which would be less efficient than a first aid kit. Sounds simple enough. You should be able to do it by using a knife or bladed weapon on a t-shirt.
That's an interesting idea and it's another way to implement the idea I'm talking about.

With your idea, it's about creating new items (which will fill inventory slots) which anyone with sufficient medical skill can use.

With the idea I originally posted, it's about having a skill, and then assuming the materials come from the game world -- from the perspective of pure game mechanics, you could say they pull the stuff out of thin air; the spirit of the idea was that they used materials one would find on that particular map.

Which implementation is better from the perspective of gameplay? I don't know -- it would be interesting to try either one out. I kind of like my idea, in that it doesn't use inventory slots. Very Happy

However both implementations point to the notion that MERCS are capable of improvising and living off the land when they are cut off from their supply lines. I like that a lot. Think of history's great guerilla armies. I don't think a group of highly trained MERCS with survival skills should have to only use equipment which comes pre-packaged in an OD Green metal box with the words "Army Supply" stencilled on it. :secret:

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Private 1st Class
Re: "improvised 1st aid" skill[message #101425] Sat, 05 June 2004 04:13 Go to previous messageGo to next message
trevorColby is currently offline trevorColby

 
Messages:26
Registered:August 2003
PS to Cougar -- good luck and godspeed in your military service. Very Happy

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Private 1st Class
Re: "improvised 1st aid" skill[message #101426] Sat, 05 June 2004 04:15 Go to previous messageGo to next message
cougar

 
Messages:254
Registered:March 2000
Thanks i hope its going to be good. Have you done military service

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Master Sergeant
Re: "improvised 1st aid" skill[message #101427] Sat, 05 June 2004 04:17 Go to previous messageGo to next message
trevorColby is currently offline trevorColby

 
Messages:26
Registered:August 2003
Nope! I've never worn a uniform of any kind, complete civilian. My biggest army experience is sending Trevor, Ice, Thor, Magic, et al running around Arulco. Very Happy

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Private 1st Class
Re: "improvised 1st aid" skill[message #101428] Sat, 05 June 2004 04:21 Go to previous messageGo to next message
cougar

 
Messages:254
Registered:March 2000
OK thats my military experience up to this point to but without Trevor he is too darn expensive.

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Master Sergeant
Re: "improvised 1st aid" skill[message #101429] Sat, 05 June 2004 15:19 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I think improvised materials for first aid should be dependant on the type of map a merc is bleeding on. In a town setting these materials should 'come from thin air' but in the wilderness materials could come from clothes that need to be replaced. They are normally taken for granted but if used for bandages the merc could be slghtly wounded by his own armor (anyone who's ever tried to wear a flack vest with no t shirt can relate). I think perhaps a good solution/balancing formula would be for improvised bandages to cost a lot of aps (after all the merc has to find and cut these bandages before using them).
@ Screen Jockey
What I'm getting at is simple first aid and doing a trachial bypass, etc. are quite different. Anyone with good mechanical skill could change brakes but only a mechanic could resurrect a jalopy or completely rebuild a vehichle.
This is why I like improvsed medicine as a special skill.

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Sergeant Major
Re: "improvised 1st aid" skill[message #101430] Sat, 05 June 2004 22:19 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
It sure looks feasible, even if it needs some serious tuning. The question is: Do it bring any significant improvement to gameplay? :whoknows:

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Master Sergeant
Re: "improvised 1st aid" skill[message #101431] Wed, 09 June 2004 05:33 Go to previous messageGo to next message
trevorColby is currently offline trevorColby

 
Messages:26
Registered:August 2003
Quote:
Do it bring any significant improvement to gameplay?
Yeah.. it's cool! Wink

Well really, it just helps the player focus on fighting, and not so much on the supply line. Of course the supply line is a critical part of warfare, but maybe it isn't the most fun part to represent in the game.

There are times when the MERCS will have to camp out in a city while they wait for a Bobby Ray's supply package to arrive in Drassen, and then wait for the team Mules to chopper/drive/walk it in ... but sometimes you just want to press ahead and take another sector, even if your supplies aren't at 100% inventory. Taking the intiative and "blitzkrieging", and improvising to fill in the gaps in your inventory, add an element of excitement and realism to the game.

IMHO :transform:

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Private 1st Class
Re: "improvised 1st aid" skill[message #101432] Wed, 09 June 2004 06:39 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Okay, we have two different game concepts here. I think logistics are almost as important as fighting (if not more).
Nearly all bigger wars were won or lost because of superior logistics; It's the speciality and makes the force of the US army. The force of guerilla fighters is precisely they don't depend on a logistic chain. Besides that, they're just badly trained, badly equiped auxiliary troops.

I can agree with the improvised first aid, since it's realistic to some extend, but I don't agree in downscaling the importance of logistics. Next step would to have self-repairing equipment, then unlimited ammo supplies, and to finish free mercs!...

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Master Sergeant
Re: "improvised 1st aid" skill[message #101433] Wed, 09 June 2004 06:44 Go to previous messageGo to next message
trevorColby is currently offline trevorColby

 
Messages:26
Registered:August 2003
You make a very a good point about that.

I probably wouldn't be obsessing with this so much if it I thought it were easier to manage sector/personal inventory.

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Private 1st Class
Re: "improvised 1st aid" skill[message #101434] Wed, 16 June 2004 00:54 Go to previous messageGo to next message
ADG Wraith is currently offline ADG Wraith

 
Messages:22
Registered:September 2000
Location: Canberra, ACT, Australia
Quote:
Nearly all bigger wars were won or lost because of superior logistics; It's the speciality and makes the force of the US army. The force of guerilla fighters is precisely they don't depend on a logistic chain. Besides that, they're just badly trained, badly equiped auxiliary troops.
Ouch.
The COG of the US Army is in high-tech combined offensive support, not logistics. They make campaigns too short and sharp to have logistics become a real threat.
Guerillas usually do rely on a logistic chain. Witness Mao's troops in China, Ho Chi Ming's in Vietnam, Mugabe's in Rhodesia (now Zimbabwe).
Even in less formalised settings, the logistical chain is used- for instance, WW2 France: outside assistance from Britain etc, local food and information.
The type of fight that a partisan or guerilla engages in means that he will have to have a good supply line, as he will be fighting for a long time.
As to training and equipment, you'd be surprised how little a lack of training and equipment really counts in insurgent warfare.

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Private 1st Class
Re: "improvised 1st aid" skill[message #101435] Thu, 17 June 2004 21:45 Go to previous message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
[quote]Originally posted by ADG Wraith:
Quote:
They make campaigns too short and sharp to have logistics become a real threat.
Except Afghanistan and Iraq, isn't it. Fighting simultaneously two separate wars, for several years, that's what needs some serious logistics, IMHO.
That "high-tech combined offensive support" exists an almost all bigger countries' armies, with local variations of course. What makes US army unique is 1. sheer numbers (I'm talking equipement: They're by far the richest army), and 2. the capacity of massive long-range and long-lasting force projection. And that's what I call a logistics capacity.

Concerning guerilla and partisans; Of course they need some supply (bullets don't grow on trees); But usually slightly less than an armored division.

I tend to oversimplify, I know. But we're talking "warfare" in relation to a game, and the discussion was about the merits of having to supply your mercs in JA.

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Master Sergeant
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