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medical:medics [2020/06/12 10:00]
hinds [Managing Supplies]
medical:medics [2020/06/12 10:05]
hinds [Appendix A: Unconscious Casualties - How do?]
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 ===== Managing Time ===== ===== Managing Time =====
  
-This is probably the most important aspect of the Medic role. You must be efficient with your time. Mission delays can happen based on the decisions you make, so always try to be as efficient as possible. Some things take time, but you want them to take the minimum required amount of time while still providing the highest level of service possible to the individuals you're responsible for treating (and probably some you aren'​t,​ if they lose their medic early).+This is probably the **most important aspect** of the Medic role. You must be efficient with your time. Mission delays can happen based on the decisions you make, so always try to **be as efficient as possible**. Some things take time, but you want them to **take the minimum required amount of time** while still providing the **highest level of service** possible to the individuals you're responsible for treating (and probably some you aren'​t,​ if they lose their medic early).
  
-"Level of service"​ means both the degree to which you're treating casualties (quality; making the right decisions) and the number of casualties you're covering (quantity; as a percentage of total casualties available for you to treat). Inevitably as the peasant:​medic ratio rises, you'll be forced to compromise one or both aspects and that's fine. Just as leadership disintegrates during a protracted and/or bloody mission, so does the medical role. Just be aware of it and try to manage it as best you can.+"Level of service"​ means both the **degree to which you're treating casualties** (quality; making the right decisions) and the **number of casualties you're covering** (quantity; as a percentage of total casualties available for you to treat). Inevitably as the peasant:​medic ratio rises, you'll be forced to compromise one or both aspects and that's fine. Just as leadership disintegrates during a protracted and/or bloody mission, so does the medical role. Just be aware of it and try to manage it as best you can.
  
 So, how do you save time? So, how do you save time?
  
-For one, don't let your squad leader halt the entire squad to treat one casualty. Keep the squad moving and carry an unconscious casualty while they recover, if you have to. Even better, arrange for the platoon medic to babysit your casualty while you run off after your squad. If you can push some of your load off on to the next-higher medic, that's great for you, since it means you can now treat someone else without having to juggle the extra dead (hopefully not literally dead) weight.+For one, **don't let your squad leader halt the entire squad to treat one casualty**. Keep the squad moving and carry an unconscious casualty while they recover, if you have to. Even better, ​**arrange for the platoon medic to babysit your casualty** while you run off after your squad. If you can push some of your load off on to the next-higher medic, that's great for you, since it means you can now treat someone else without having to juggle the extra dead (hopefully not literally dead) weight.
  
-Another option is pushing an IV on a casualty who's going to need an IV before you even stitch their wounds. As long as you're confident the wounds won't start reopening before you finish the IV and perform the stitch, go for it. Doing this compresses the total amount of time the casualty is occupied by receiving treatment and they should, on average, wake up sooner if you push the IV sooner.+Another option is pushing an IV on a casualty who's going to need an IV before you even stitch their wounds. As long as you're confident the wounds ​**won't start reopening** before you finish the IV and perform the stitch, go for it. Doing this compresses the total amount of time the casualty is occupied by receiving treatment and they should, on average, ​**wake up sooner** if you push the IV sooner.
  
-Use tourniquets to control multiple wounds on a single limb. If a casualty is "​stable"​ with a tourniquet on their arm, move on to someone else who needs treatment right away. Loop back to the casualty with the tourniquet after you address one or two others. Make sure not to forget about an unconscious not-technically-done-being-treated-stable-casualty.+Use tourniquets to **control multiple wounds** on a single limb. If a casualty is "​stable"​ with a tourniquet on their arm, move on to someone else who needs treatment right away. Loop back to the casualty with the tourniquet after you address one or two others. Make sure not to forget about an unconscious not-technically-done-being-treated-stable-casualty.
  
 You'll find these types of optimizations as you play the role more. You'll also figure out when and when not to use them. You'll find these types of optimizations as you play the role more. You'll also figure out when and when not to use them.
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 ====== 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,​ so really, there is only one thing that can be wrong with them. The three interrelated things are: heart rate, blood pressure, and blood volume.+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,​ so really, there is only one thing that can be wrong with them. The three interrelated things are: heart rate, blood pressure, and blood volume.
  
-You lose blood volume by bleeding, and you most commonly begin bleeding by being shot. When blood volume begins to drop significantly,​ blood pressure will drop significantly as well. There will be a period of time during this process that the heart rate spikes to try and compensate for the lack of blood in the system (i.e. trying to keep pressure nominal by pumping faster), but eventually the heart rate will also drop.+You **lose blood volume by bleeding**, and you most commonly begin bleeding by being shot. When blood volume begins to drop significantly,​ blood pressure will drop significantly as well. There will be a period of time during this process that the heart rate spikes to try and compensate for the lack of blood in the system (i.e. trying to keep pressure nominal by pumping faster), but eventually the heart rate will also drop.
  
-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 "​good"​ with them, meaning that something isn't wrong with them. It's kind of the "the missile knows where it is by knowing where it isn'​t"​ thing, right?+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 "​good"​ with them**, meaning that something isn't wrong with them. It's kind of the "the missile knows where it is by knowing where it isn'​t"​ thing, right?
  
 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'​ values has gone in to a "​critical"​ range and it's very bad and the casualty'​s heart has stopped because it's very bad. Someone performing CPR has a fixed percentage chance to be "​successful"​ and boost the casualty'​s heart rate somewhat while also adding time on to the casualty'​s "death timer."​+It's basically the same process, except now they have no heart rate (hence the term cardiac arrest). One of the vitals'​ values has gone in to a "​critical"​ range and it's very bad and the casualty'​s heart has stopped because it's very bad. Someone performing ​**CPR has a fixed percentage chance to be "​successful"​** and boost the casualty'​s heart rate somewhat while also adding time on to the casualty'​s "death timer."​
  
-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'​ve been drained of blood by being repeatedly perforated by little metal objects. When you correct whatever the issue is to an acceptable degree, the casualty will come out of cardiac arrest (but still be unconscious) with a heart rate probably in the triple digits but definitely not ~30. If you're still seeing 30 BPM the casualty is still in cardiac arrest.+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'​ve been drained of blood by being **repeatedly perforated by little metal objects**. When you correct whatever the issue is to an acceptable degree, the casualty will come out of cardiac arrest (but still be unconscious) with a heart rate probably in the triple digits but definitely not ~30. **If you're still seeing 30 BPM the casualty is still in cardiac arrest**.
  
-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'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.
  
 ====== Appendix B: Vitals - what do? ====== ====== Appendix B: Vitals - what do? ======
  • medical/medics.txt
  • Last modified: 2020/06/12 10:17
  • by hinds