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Cheaper Field Resuscitation

This pertains to the upcoming guided discussion about medical roleplay, which I didn't want to sidetrack with outsider suggestions. I will caveat that this is from the perspective of someone who hasn't done any medical roleplay, so I defer to players who do do that if they feel this is the wrong sort of direction.

But just from an external perspective, one of the things I've noticed about the limitations of roleplay for field medics stems from their gameplay. That being that one of the most common reasons to call for a medic is not to treat wounds but rather to treat death. For the vast majority of medical characters this means dragging a corpse to their clinic for resuscitation which produces the issue that they're often taking a non-audience (a corpse who cannot roleplay) away from the roleplay to somewhere where their is, again, no audience for roleplay because one of the participants is dead.

I think this comes back to combat medic kitbags being incredibly expensive which more or less guarantees that virtually all resuscitation will involve dragging someone off. I'd argue the actual value of resuscitation-in-place is overtuned, and that it's actually in the game's interest to enable unconscious/dead characters to re-engage in roleplay more rather than less.

So the idea suggestion would be either slash the price of combat medic kitbags dramatically (-90%), or alternatively create disposable resuscitation kits in the ~1000c range that medics could use to get characters re-engaged with roleplay in-situ, and have more of a chance of playing a role in what is going on, on location.

In my experience, a well-timed and utilized patch of a certain has this function for considerably cheaper. They cost a bit more than 1000c but I'd look at retuning or getting them in front of more medics.
While the kitbag is prohibitively expensive for the locations it would work best in, there is also an alternative to the kitbags that is approximately 1/3 the total cost of the kitbag. Field resuscitation, as a medical player, should be expensive, because the player performing it should also be of sufficient actual skill level not to totally cook the person into a corpse by shocking them without proper investment to skills.

But yes, in short, there is another option that is drastically cheaper than a kitbag and its needed extras.

Patches have another issue with stripping characters, which is death for a medic after a brawl that involves NPCs. It's also sort of self-evident this has never been a solution to date, since dragging is the default to 99.9% of cases.

That it should be expensive has been the argument in the past, however I think this is based on a faulty assumption that the field revive should be the rarer event and thus should be tuned against it. In actuality I think the game should encourage this, rather than the opposite because it creates more opportunities for roleplay by adding people to scenes rather than taking them away.

The arrival of medics as it stands now is the bell that signals a roleplaying scene is over, because most of the participants will be leaving.

What I mean for expensive, is not price. I would love a cheap method like anyone, however what I mean is, it *is* expensive in terms of *skill investment*.

The problem is when in relation to kitbags designed for chars in a combat occupation, the skill investment it takes to be able to be a successful medic in resuscitation completely takes away from any time you can put toward learning to fight and defend that nearly 100k investment into actually resuscitating people with a kitbag. That is a key point.

I'm not saying lower skill ceiling, but when you compare the other options that are out there for field revives, there is a substantially more affordable option that is able to be earned with a few weeks of hustling, and isn't exactly something people will curbstomp you for

With the alternative cheaper equipment already available for the task, I don't think kitbags should be cheapened at this time

Patches are pretty much impossible to apply quickly without having a premade @macro to remove mazes of armor in time for them to be useful. Using them on another (possibly unconscious) player is essentially impossible, unless you are extremely good at deciphering how to disrobe players very quickly, or if their neck is already exposed somehow.

As for the topic at hand, I have always wanted field revives to be way more common. As it stands, capturing or maiming characters is never going to be more attractive than simply vatting them from a simplicity standpoint. In order to do one or the other, you need to have already bested that character in combat to the point of killing them, so features like kidnapping tools (thankfully we got those) and field revives or bleed stoppers (so-so) are only requested so that people can pump the brakes on those scenes after their opponent is already defeated and take the roleplay route instead of the red scroll route.

There was quite a lot of discussion about this on XOOC, other players with medic PCs suggested alternate solutions (such as a CPR mechanism) that didn't involve new devices or price changes, which I think is completely compatible with the central idea here.

The basic premise is: Would keeping medics on-site for post-combat (or mid-comat) scenes enable them to experience more roleplay than they do by needing to leave to a clinic with one of the scene participants. If the belief is yes, how can that be enabled?

Completely agree with batko's post, there needs to be more readily available means to pull off live captures to help balance out the very obvious go-to of vatting people because it's ten times more convenient. Roleplay > red scroll always.

This would double as giving medics a lot more ins on shady activity, and get them out of the clinics that they're currently a little too dependent on for equipment and supplies in order to do their job. Anything that gives players, especially those in certain roles more opportunity to get out in the world and involved in plot can only be a plus, imo.