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Posted: Thu Jun 12, 2014 6:00 pm     Super secret spam barrier
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AGM medical


Mission Making...

What medical kit (item + quantity) should the following units carry on our Sunday Op's?

1. Section Infantry Soldier (ie. not a medic)
2. Combat Medic

Bandages, Morphine, Epinephrine, Blood Bags


Posted: Thu Jun 12, 2014 6:15 pm     Super secret spam barrier
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I'd suggest something along the lines:

Section infantry: 30 bandages, 8 morphine, 2 epine, 2 bloodbag (the epine and blood are reserve supplies for the medic)
Medic: 90 bandages, 20 morphine, 20 epine, 10 bloodbag


Posted: Thu Jun 12, 2014 6:47 pm     Super secret spam barrier
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Classnames if needed:

"AGM_Bandage"
"AGM_Bloodbag"
"AGM_EarBuds"
"AGM_Epipen"
"AGM_Morphine"
 


Posted: Thu Jun 12, 2014 10:03 pm     Super secret spam barrier
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Or you can update Apollo's amazing profiles in LEA to include AGM and take out Xmed


Posted: Thu Jun 12, 2014 10:15 pm     Super secret spam barrier
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Andy1 wrote:
Or you can update Apollo's amazing profiles in LEA to include AGM and take out Xmed

That's what I'm doing...except I'm not using Apollo's profiles, but making my own.


Posted: Fri Jun 13, 2014 1:36 pm     Super secret spam barrier
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Whiplash wrote:
My suggestion:


Infantry carries personal supplies, medic carries the sections supplies and troop medic carries some medic-spesific extras.

Infantry
Bandages: 15 (max 20). Assume a bullet wound does light damage to 3 different body parts. You can heal 5 bullet wounds. Assume you get a rocket launcher in the face and get heavy damage to 3 different body parts, you can heal 3 rockets to the face.
Morphine: 2. Morphine. Morphine does last pretty long and I have rarely had a encounter where I had to use more than two morphines without being able to restock, get one from a friendly soldier or a medic.
Epinephrine: -
Blood bags: -

Medic (section)
Bandages: 50. Enough for nearly 17 light gunshot wounds (according to the non-factual damage model described above) or 8 rockets to the face. Not quite enough for 'everyone', but then again the section is carrying a total of 105 bandages + the medic's 50. Should be plenty to go around.
Morphine: 20. 2 per section member and a few extras. If he needs more, infantry in the section again has a total of 36.
Epinephrine: 10. You dont need it that often at the moment,
Blood bags: 1 per section member. Currently you rarely use them at all in AGM.

Medic (troop)
Bandages: 50. (See "Medic (section)")
Morphine: 25. Has to potentially run around in 3 different sections + Hotel, so a few extras compared to the section medics.
Epinephrine: 30. See above. Can hand epi out to the section medics if needed. Also acts as kind of the doctor in the troop, so I think he should have more.
Blood bags: 25. See above.


Pros:
- We can actually run out of medical supplies!
- Emphasis on logistics (because I argue logistics on everything)
- My idea
- Actually have to think if you personally want to use 5 of your bandages on someone or let the medic do it.
- Probably something else as well.

Cons:
- We can actually run out of medical supplies!
- Medics running out of medical supplies
- Most likely something else as well.


While I understand the idea behind infantrymen carrying supplies for the medic, I'm kind of against it. Well not kind of, I am against it.
Why should the infantry carry something they can't and shouldn't use? Just because the medic could run out of them? I think the medic should run out of supplies occasionally. Sucks to be dead halfway through the operation, but it's also fun and a part of the game.
Infantry carries MG/AR ammo, because it's heavy and takes up a lot of space and to some extent because if the AR is killed they can and should grab the weapon with the most firepower in the section and use it. If the medic dies the infantry has a bunch of epinephrine and blood that they have absolutely no use for.


Posted: Fri Jun 13, 2014 6:11 pm     Super secret spam barrier
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Just because you carry the epine and blood, doesn't mean you can use it.  It's insurance, if the medic gets to you and they're out of supplies there is sufficient in your pack to get you back on your feet.

It's no different from the squad carrying extra magazines for the LMG, MAW, etc.

One thing to add to Mefirst's calculations on bandages, is that of other impacts e.g. vehicles hitting a rock, missing a step on the stairs, suppression from a grenade all seem to require a full set of bandages.  That was the reason I suggested 30.   


Posted: Fri Jun 13, 2014 9:59 pm     Super secret spam barrier
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Also dont forget that space you "waste" by giving players medic stuff you stop them from having other equipment.


Posted: Fri Jun 13, 2014 11:22 pm     Super secret spam barrier
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Mefirst wrote:
Also dont forget that space you "waste" by giving players medic stuff you stop them from having other equipment.

This is an important point. The medical stuff, especially blood bags takes up a lot of room.


Posted: Sat Jun 14, 2014 7:34 am     Super secret spam barrier
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Drunk posts are the best posts.

 But good thing at least the point of that sentence was understood. :)


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