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semipr0

Advanced Trauma Life Support - Near Death Experiences

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Don't mind the tag there Medics of the Apocalypse, I know you're out there.

Overall the permadeath aspect of DayZ is quite a nice feature of the game, but at times it seems like it counteracts the point of playing with a team anyways.

Sure someone can give you a blood transfusion, but if you go down for keeps there is nothing anyone can do for you.

I'd like to see situations of "instant death" a little more accurately defined to situations where an individual could possibly be treated with ATLS/ACLS and other advanced combat medical procedures.

Overall since you can die in the blink of an eye, and no one could possibly help you after you do....why play with teams at all? Just so you have more guns than the other guys?

Death isn't always something that can be avoided, depending on the level of trauma, organ damage, or destruction of vital organs such as the brain or heart.

But in almost every case, every FMFF qualified Corpsman and 91C Medic is trained to stabilize and medevac just about everything else.

Would be nice if DayZ offered us a bit more of a chance to save our wounded squadmates than just doing a simple two bullet damage calculation and declaring the target dead.

Even if the two bullets are center mass, there is plenty of soft tissue for non-critical clean pass wounds that could have occurred. Sure the person hit with them is going to be out of the fight, but some advanced trauma support and they'll survive...not die.

Overall while I'm not privy to Arma 2/Arma 3's complexity in regards to hitbox calculation, it would be nice if there was a randomized roll on trauma, which chanced the difference between a near death experience, and a definitely dead experience.

Would be good for developing people who built their load outs around support and would be helpful for making teaming and squading seem more worthwhile.

I just sorta hate the fact that I can't save people from dying at all. As a former FMFF certified Navy Corpsman, and Independent Duty Corpsman...I can assure you I've treated more than my fair share of trauma, and a good sized handful of the people I patched up are still alive today.

Ending statement...with proper medical attention, NOT EVERYONE DIES ALL THE TIME. Would be nice if DayZ could evolve some more advanced medical capability into perhaps the stand alone version if not the mod itself.

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Great idea in theory, impossible practically. Also pvp and gameplay wise quite an annoying feature as it boils down to a random chance roll. Not that I minded if everyone went into trauma after going below a certain amount of blood (actual death being at -3k blood or so).

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Car batteries.

I mean if you want to pick nits, shouldn't the amount of 5.56 ammunition allocated to a server eventually be completely used up?

Certain suspensions of disbelief are required in gaming, even in "realistic simulations".

And BTW most of the ATLS gear I used in the field didn't require major power sources other than an AED which ran off a high voltage lithium battery. The process of stablizing a field patient isn't a process of "curing them and making them better". Its keeping them alive til you can get them somewhere where you can administer more advanced treatment.

Edited by semipr0

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While this is a controversial issue (a lot of people hold the 'dead is dead' opinion), i do think there should be a margin on some situations. And yes, it does boil down to hitbox complexity in Arma3 in a sense. But seeing the hitbox atleast comprises of a seperate head & body (as headshots are one shot kills with all weapons), there is a basis to incorporate something like this:

- Headshot = insta death, no chance to survive (not 100% accurate vs. IRL, but this remains a game)

- Bodyshot = damage caliber + rolldice (85% = nothing / 15% vital shot = dead) meaning with a pistol you would still need 1-4 shot b4 death, in most cases, then, IF HP < 0 by damage caliber AND bodyshot isn't vital shot -> rolldice (50% = death) and 50% = 300HP + bleeding + unconsious 2min.

*!* - obviously if the hitboxes are even more complex (including legs/arms/etc?), a more elaborate system could be deviced to calculate chances to have a chance to survive IF there is somebody around...

I hope you can see that this would mean certain death with nobody around, 'BUT' if there is a medic around they could stop the bleeding, and save this person from the brink of death. It also only provides a small window of time in which a person can be resqued, which i think is more than authentic. It also means that with large caliber guns there is only a 50/50 chance of being able to escape death given there is some-one around to deal with the bleeding.

I do think some other Medical things should be implemented to make the whole ordeal more 'traumatic', all of which are in this thread: http://dayzmod.com/f...ical-first-aid/ and from the things mentioned there, i think the 'bloodbag only to give back HP for the amount of blood thats in the bags', 'general pain' & 'general wounds' are the most important in this case ... as they could mean that this shot person would end up with severe pain lasting quite some time, and 'severe wounds' lasting quite some time, plus needing around 8/9 bloodbags to bring this person back upto 12000hp.

I will keep an eye out on this thread, if discussion shows something like this is somewhat supported i will integrate it into the full medical thread

Edited by L0G!N

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