Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| medical:medics [2020/06/12 10:02] – [Managing Time] hinds | medical:medics [2025/08/03 14:24] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 8: | Line 8: | ||
| ====== Overview ====== | ====== Overview ====== | ||
| + | * Basic In-game Medical Process | ||
| * Triage | * Triage | ||
| * Proactive Treatment | * Proactive Treatment | ||
| * Managing Supplies | * Managing Supplies | ||
| * Managing Time | * Managing Time | ||
| + | |||
| + | ===== Basic In-game Medical Process ===== | ||
| + | |||
| + | This will be short and sweet, unlike the rest of this page, because you should already be acquainted with the UI and all the tools at your disposal. As a result, telling you the order to use them in doesn' | ||
| + | |||
| + | **Step 1: Assess the casualty.** Unconscious or not? If unconscious, | ||
| + | |||
| + | **Step 2: Stabilize the casualty.** Implement your plan. Use the resources at your disposal to tourniquet and/or bandage all wounds. Make sure to call out what you're treating if you're working in tandem with a helper. | ||
| + | |||
| + | **Step 3: Finalize the casualty.** Use your surgical kit to stitch wounds so they won't reopen. Use fluids, if necessary, to restore fluid volume. Use medications to affect the casualty' | ||
| + | |||
| + | Now move on to the next casualty and repeat the process. | ||
| + | |||
| + | Make sure to bark at the peasants (riflemen) nearby to make them hold security while you move and work. | ||
| ===== Triage ===== | ===== Triage ===== | ||
| Line 56: | Line 71: | ||
| ====== Appendix A: Unconscious Casualties - How do? ====== | ====== Appendix A: Unconscious Casualties - How do? ====== | ||
| - | This is really not that complicated. In ACE Medical, people //remain// unconscious because something is wrong with them. It's possible to be knocked out temporarily by taking substantial damage in a short period of time, or taking a non-lethal round to the head, or being blown up, and so on. These alone don't always keep you unconscious. Something needs to be wrong to remain unconscious. Ultimately, there are only three things that can be wrong with someone, and they are all interrelated, | + | This is really not that complicated. In ACE Medical, people //remain// unconscious because something is wrong with them. It's possible to be knocked out temporarily by taking substantial damage in a short period of time, or taking a non-lethal round to the head, or being blown up, and so on. These alone don't always keep you unconscious. Something needs to be wrong to remain unconscious. Ultimately, |
| - | You lose blood volume by bleeding, and you most commonly begin bleeding by being shot. When blood volume begins to drop significantly, | + | You **lose blood volume by bleeding**, and you most commonly begin bleeding by being shot. When blood volume begins to drop significantly, |
| - | So, what does this mean? It means that people who have bled a bunch are going to pass out. How do you fix it? Stop them from bleeding more and give them fluids, just like normal. How do you wake them up? You can't, not directly. ACE makes checks on a fixed cycle with a percent chance for the unconscious casualty to wake up at the end of each cycle. You can boost that chance by a fixed value using epinephrine. However, they will only wake up on a successful check if everything is " | + | So, what does this mean? It means that **people who have bled a bunch are going to pass out**. How do you fix it? Stop them from bleeding more and give them fluids, just like normal. How do you wake them up? You can't, not directly. ACE makes checks on a **fixed cycle** with a percent chance for the unconscious casualty to wake up at the end of each cycle. You can **boost that chance by a fixed value using epinephrine**. However, they will **only wake up on a successful check if everything is " |
| What about cardiac arrest? | What about cardiac arrest? | ||
| - | It's basically the same process, except now they have no heart rate (hence the term cardiac arrest). One of the vitals' | + | It's basically the same process, except now they have no heart rate (hence the term cardiac arrest). One of the vitals' |
| - | While someone is extending this timer for you, you need to be treating whatever is causing the casualty to be in cardiac arrest. In 99% of cases (barring player negligence or mischief) it's because they' | + | While someone is extending this timer for you, you need to be **treating whatever is causing the casualty to be in cardiac arrest**. In 99% of cases (barring player negligence or mischief) it's because they' |
| - | For the record: if it's taking you in the range of five minutes to bring a single casualty (with no one else taking your attention for treatment etc) out of unconsciousness or cardiac arrest, then you're probably doing something wrong. It is entirely possible to bring up //at least// two or three casualties in that amount of time. As with anything, it //could// be the game, but don't be too quick to blame the mod or the game. Double-check what you're doing and make sure your process is good and then start to investigate if something is jacked up on the game's end. | + | For the record: if it' |
| ====== Appendix B: Vitals - what do? ====== | ====== Appendix B: Vitals - what do? ====== | ||
| - | For reference, the nominal values are: 80 BPM heart rate, 120/80 mmHg blood pressure, and 6 liters blood volume. | + | For reference, the **nominal values** are: 80 BPM heart rate, 120/80 mmHg blood pressure, and 6 liters blood volume. |
| - | Recall that heart rate, blood pressure, and blood volume are all interrelated, | + | Recall that heart rate, blood pressure, and blood volume are **all interrelated**, and look back at the nominal values. Now consider that you check a casualty' |
| - | There' | + | There' |
| - | Typically you want to be considering using fluids on someone who has "lost a lot of blood" or worse. Beneath that, you don't really need to treat it. If there' | + | Typically you want to be considering using fluids on someone who has "lost a lot of blood" or worse. Beneath that, you **don't really need to treat it**. If there' |
| - | What if someone' | + | What if someone' |
| ====== Appendix C: How to Practice ====== | ====== Appendix C: How to Practice ====== | ||
| - | Simple. Turn on AI unconsciousness in the ACE Medical settings and shoot some poor AI, then treat them. You turned on AI unconsciousness so that they can pass out rather than just outright die. You can treat them (and save them, or fail saving them) the same way you would treat players, although AI are (in our default settings) a little more fragile than human-controlled units. | + | Simple. |
| - | If you want to practice the more macro-level concepts, you can devise scenarios for yourself to solve. What if you have three wounded: one who is conscious, one who is conscious but bleeding heavily, and one who is in cardiac arrest. You have no one else to help you. Who do you treat first? What do you prioritize working on? Who do you communicate with to get extra help if you think you need it? | + | If you want to practice the more macro-level concepts, you can **devise scenarios for yourself to solve**. What if you have three wounded: one who is conscious, one who is conscious but bleeding heavily, and one who is in cardiac arrest. You have no one else to help you. Who do you treat first? What do you prioritize working on? Who do you communicate with to get extra help if you think you need it? |
| - | It might sound goofy but the first time you take the role and can't figure out what to do during a particular situation, you might see the value in having ran through a couple examples in your head before. You could also get some other players together and create these scenarios in-game to practice "for real." Like many things, the more saddle time you have, the better-prepared you are. | + | It might sound goofy but the first time you take the role and can't figure out what to do during a particular situation, you might see the value in having ran through a couple examples in your head before. You could also **get some other players together** and **create these scenarios in-game to practice "for real."** Like many things, the more saddle time you have, the better-prepared you are. |