July 08, 2013

A Look At The Medic

People apparently seem to think our medic is going to turn out like a team fortress two medic or MAG something where it's just simple. If that were the case we'd just give the tools to everyone like they do in MAG. To some extent we do give you some medical tools but for proper medical treatment you're going to need an actual medic and anything we give you is basically to buy you time until one shows up. When the medic does show up it's more metal gear than team fortress. It is a slightly more complex role and it's not quicktime driven but it also doesn't require massive memorization. Most of your weapons are replaced with various tools for handling a wound. Being that it takes time you have to make sure to have your patient in a safe location before you operate though they will still be able to shoot.

So the average process runs kinda like this. You have an analysis tool to tell you what needs to be done. You then will extract anything inside the body which is more of a time bar than surgeon simulator but it does also have some slight interactivity to decrease the damage you do to their health. That's right you can hurt them while you're healing them potentially killing them or at least putting them in a kind of "DBNO" down but not out state. If that happens you have a revive tool which when you start out might be more like battlefield paddles but as your specialist skills and tech goes up that changes. After extraction you treat for any internal problems like poison, infection, bleeding, etc. You then seal the wound bandage it and get a move on. The end result restores some health based on how well you did and what tools you had available to you. Early on you won't completely restore all their health but you quickly get upgrades and additional steps for adding a nanite injection to repair actual damage or salves that restore health over time.

Really early on you're not going to have much at all you literally start with just your eyes for analysis, super glue and duck tape to stop bleeding seal the wound and bandage it up. It sounds very run down and that's kind of the point you learn to appreciate what you have and what you get by understanding just exactly what you start with. Some players will have their own items to help them out beyond your help or assist you in your job. For example some players have automated systems to restore their health slowly over time but they're dependent on vials of restorative fluid. You can refill their systems or temporarily make adjustments to it to rapidly increase their restoration. In the late game you can sometimes get away with just using what players already have or your own powerful tools to speed the process up to just a few seconds. Your late stage wound sealer isn't burning cauterization or super glue it's things like biofoam and liquid skin. Granted I make it sound more awesome than it really is. From a programming side and basic art it's just like a small fire extinguisher and a few behind the scene numbers and animation triggers. So realistically it could all be just the same. When I say it like that though.... it doesn't sound nearly as cool and that's kind of why we play games is that fantasy. This is about to spin off into another post... You get the idea in the end though is the progression is clearly there and it's not a weak link at any point it's quick clean effective and versatile. The game and function fine without the medic so even if you have a horrible medic it won't hurt your experience. The medic's job is primarily based on you surviving the fight and getting you in fighting shape for the next one.

If you really just want the basic info of how it's going to play in game testers have been able to complete a treatment in 5 to 7 seconds depending on how careful they are with any extractions that may be necessary. Players health bars are relatively substantial to begin with, armor and shields only help that along so the role of the medic is fairly important and can significantly sway a battle. Some late stage medics can even repair armor damage as well. As to layout and method right now there's basically bars on either side of the screen designed to look like part of the HUD that have listings for various related things to do. So for example fixing a broken leg you'd highlight the leg, select alignment holding the corresponding button, splint, bandage and then move on, it's not the best solution but it's fast and relatively effective in this case. Later on some items might be replaced with better alternatives or maybe adding painkillers but it's the principal of it that I'm explaining.

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