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| - | placeholder | + | ====== ACE Medical for Medics - Introduction ====== |
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| + | This page contains considerations for individuals taking the Medic role (Squad, Platoon, or any other variation). | ||
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| + | It is **strongly recommended** that you are familiar with **both** the [[: | ||
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| + | Finally, we will once again assume the [[: | ||
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| + | ====== Overview ====== | ||
| + | * Basic In-game Medical Process | ||
| + | * Triage | ||
| + | * Proactive Treatment | ||
| + | * Managing Supplies | ||
| + | * Managing Time | ||
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| + | ===== Basic In-game Medical Process ===== | ||
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| + | 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' | ||
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| + | **Step 1: Assess the casualty.** Unconscious or not? If unconscious, | ||
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| + | **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. | ||
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| + | **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' | ||
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| + | Now move on to the next casualty and repeat the process. | ||
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| + | Make sure to bark at the peasants (riflemen) nearby to make them hold security while you move and work. | ||
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| + | ===== Triage ===== | ||
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| + | Triage is the process of **categorizing individuals** based on their **need for medical treatment** at the current time. Real-world triage systems (of which there are many) broadly contain the " | ||
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| + | In-game, triage is **three parts**: 1) **assess number of wounded**, 2) **assess degree of " | ||
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| + | Generally it is best to **start with the most critically-wounded** and work from most wounded to least wounded. Utilize nearby helpers to perform CPR on any casualties who are in cardiac arrest, and **be sure that extra hands are used to hold security** and not sit on top of you while you work. Encourage less-wounded individuals to alternate self aid and security within their buddy teams. | ||
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| + | Finally, keep in mind that some casualties **may not be worth the resources to save**. If a really messed up casualty is going to cause two or three others' | ||
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| + | ===== Proactive Treatment ===== | ||
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| + | You don't have to wait for people to come to you. In fact, people **shouldn' | ||
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| + | Proactive treatment also extends to how you use your supplies. If you have an individual who is in severe pain and incapable of fighting effectively (aim sway), but their heart rate is too low to safely treat the pain with morphine, you can use epinephrine, | ||
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| + | ===== Managing Supplies ===== | ||
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| + | Any time you can acquire supplies from a vehicle, crate, dead friendly medic, or other source, **you should do so**. You don't need to go out of your way, but if you're walking by and the supplies are there, work it out with your squad leader to go acquire some of those supplies for yourself. **Fluids are the most common thing to run out of**, so you need to be careful when you use them, but don't save them forever, either. Use them when you need to and don't use them when you don't need to. Get more when you can. | ||
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| + | Another aspect of managing supplies is **resupplying the individuals in your squad**. When treating someone, you can ask if they still have enough bandages. If a rifleman doesn' | ||
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| + | Finally, don't forget to **cross-load with the other medics in the platoon**. If you're a platoon medic, you can push your supplies down to the squad medics the same way they push their bandages down to their squad members. If you're a squad medic, you can pick up some extra supplies from another squad' | ||
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| + | ===== Managing Time ===== | ||
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| + | 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' | ||
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| + | "Level of service" | ||
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| + | So, how do you save time? | ||
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| + | For one, **don' | ||
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| + | 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' | ||
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| + | Use tourniquets to **control multiple wounds** on a single limb. If a casualty is " | ||
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| + | 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? ====== | ||
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| + | 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, | ||
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| + | You **lose blood volume by bleeding**, and you most commonly begin bleeding by being shot. When blood volume begins to drop significantly, | ||
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| + | 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 " | ||
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| + | What about cardiac arrest? | ||
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| + | It's basically the same process, except now they have no heart rate (hence the term cardiac arrest). One of the vitals' | ||
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| + | 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' | ||
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| + | For the record: if it's **routinely** taking you in the range of **five to ten 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 // | ||
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| + | ====== Appendix B: Vitals - what do? ====== | ||
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| + | For reference, the **nominal values** are: 80 BPM heart rate, 120/80 mmHg blood pressure, and 6 liters blood volume. | ||
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| + | Recall that heart rate, blood pressure, and blood volume are **all interrelated**, | ||
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| + | There' | ||
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| + | Typically you want to be considering using fluids on someone who has "lost a lot of blood" or worse. Beneath that, you **don' | ||
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| + | What if someone' | ||
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| + | ====== Appendix C: How to Practice ====== | ||
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| + | Simple. **Turn on AI unconsciousness** in your local 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. | ||
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| + | 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? | ||
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| + | 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." | ||