Boot Camp: An Introductory Series - 5 - Medical System
Hope ya'll are enjoying E3!
Squad isn't in attendance, but our recent announcement that we will be at Pax Prime is keeping us (and hopefully you too!) excited and working hard on getting a super hot playable version of the game for the public to see in late August.
In other news, don't forget our Project Reality Map Remake vote over on the forums. You have only less than a day now to cast your vote, so register and vote now!
Welcome once again to Boot Camp, an introductory series aimed at explaining to you, the backer, about the BASICS and MECHANICS of what makes Squad the game it is.
“A MEDICAL SYSTEM REFINED through 10 years of gameplay history. A revival system balanced to make medics and casualty evacuation an extremely critical part of the game, and with features like dragging coming to Squad, saving your buddy in the midst of battle is an experience like no other.”
But what does that mean? How does our Medical system work? What role do Medics have on the battlefield?
The Medic, Casualty Evacuation & Reviving
Medics are a lightly armed role, kitted with a service rifle, a compliment of smoke grenades, a limited amount of medical supplies and a reserve of field dressings. Their primary job is to keep the squad in working capacity by treating the wounded and reviving friendly soldiers that have been Incapacitated. The medic is the only role capable of bringing soldiers up from the Incapacitated state.
Click to Enlarge
When You Get Hit
Getting hurt on the battlefield is an inevitability, but how you and your squad manage your wounded is key in prolonging combat effectiveness. Below is a simple flowchart on what happens, and what measures your squad-mates can take to ensure you make it through the round in (hopefully) one piece.
Click to Expand
The medic needs to stabilize and treat the casualty until he is back on his feet, at which then the soldier is put into a Wounded State.
The Wounded State & Casualty Collection Points (CCPs)
After being revived, a soldier is put into a wounded state. You will continue to function as normal, but will receive a penalty in stamina, an increase in weapon sway as well as being much more likely to be outright killed next time you are incapacitated. You are still capable of putting up a fight, but you are not as combat effectiveness as a replacement who is fresh and hasn’t been incapacitated before.
To take you out of this wounded state, we are including a tech structure with FOBs called the Casualty Collection Point (CCP). Players have the option now of falling back to the nearest CCP and be brought back to full strength. The analogy here is that the wounded has been evacuated and a replacement has come to the front, incurring no penalties to the team.
Doing this gives the squad with wounded options, whether to press on at half-strength, or call in transport and evacuate the wounded so they can return to the front at full strength. It also gives pause to the squad, and if they are taking this many casualties then a change in strategy or tactics can be thought through.
That wraps it up for the fourth session of Boot Camp! Next time we will delve into Vehicles and Combined Arms Warfare, what that means and how Squad will handle such a powerfully game-changing feature.
Till then, Offworld Out.
Give us 1 minute and sign up here for a last 2 day
Kickstarter publicity push: www.thunderclap.it/projects/27330-squad-tactical-fps-kickstarter
Continue to help us spread the word on the Squad Kickstarter, retweet, repost, chat it up on your VOIP servers, tell your pizzaman, etc.
To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:
Official Site: http://joinsquad.com
Facebook: https://www.facebook.com/JoinSquad
Twitter: https://twitter.com/JoinSquad
YouTube: https://youtube.com/JoinSquad
Press: http://press.joinsquad.com
Hope ya'll are enjoying E3!
Squad isn't in attendance, but our recent announcement that we will be at Pax Prime is keeping us (and hopefully you too!) excited and working hard on getting a super hot playable version of the game for the public to see in late August.
In other news, don't forget our Project Reality Map Remake vote over on the forums. You have only less than a day now to cast your vote, so register and vote now!
Welcome once again to Boot Camp, an introductory series aimed at explaining to you, the backer, about the BASICS and MECHANICS of what makes Squad the game it is.
“A MEDICAL SYSTEM REFINED through 10 years of gameplay history. A revival system balanced to make medics and casualty evacuation an extremely critical part of the game, and with features like dragging coming to Squad, saving your buddy in the midst of battle is an experience like no other.”
But what does that mean? How does our Medical system work? What role do Medics have on the battlefield?
The Medic, Casualty Evacuation & Reviving
Medics are a lightly armed role, kitted with a service rifle, a compliment of smoke grenades, a limited amount of medical supplies and a reserve of field dressings. Their primary job is to keep the squad in working capacity by treating the wounded and reviving friendly soldiers that have been Incapacitated. The medic is the only role capable of bringing soldiers up from the Incapacitated state.
Click to Enlarge
When You Get Hit
Getting hurt on the battlefield is an inevitability, but how you and your squad manage your wounded is key in prolonging combat effectiveness. Below is a simple flowchart on what happens, and what measures your squad-mates can take to ensure you make it through the round in (hopefully) one piece.
Click to Expand
The medic needs to stabilize and treat the casualty until he is back on his feet, at which then the soldier is put into a Wounded State.
The Wounded State & Casualty Collection Points (CCPs)
After being revived, a soldier is put into a wounded state. You will continue to function as normal, but will receive a penalty in stamina, an increase in weapon sway as well as being much more likely to be outright killed next time you are incapacitated. You are still capable of putting up a fight, but you are not as combat effectiveness as a replacement who is fresh and hasn’t been incapacitated before.
To take you out of this wounded state, we are including a tech structure with FOBs called the Casualty Collection Point (CCP). Players have the option now of falling back to the nearest CCP and be brought back to full strength. The analogy here is that the wounded has been evacuated and a replacement has come to the front, incurring no penalties to the team.
Doing this gives the squad with wounded options, whether to press on at half-strength, or call in transport and evacuate the wounded so they can return to the front at full strength. It also gives pause to the squad, and if they are taking this many casualties then a change in strategy or tactics can be thought through.
That wraps it up for the fourth session of Boot Camp! Next time we will delve into Vehicles and Combined Arms Warfare, what that means and how Squad will handle such a powerfully game-changing feature.
Till then, Offworld Out.
Give us 1 minute and sign up here for a last 2 day
Kickstarter publicity push: www.thunderclap.it/projects/27330-squad-tactical-fps-kickstarter
Continue to help us spread the word on the Squad Kickstarter, retweet, repost, chat it up on your VOIP servers, tell your pizzaman, etc.
To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:
Official Site: http://joinsquad.com
Facebook: https://www.facebook.com/JoinSquad
Twitter: https://twitter.com/JoinSquad
YouTube: https://youtube.com/JoinSquad
Press: http://press.joinsquad.com