Use of Amphetamine/Morphine/Epinephrine stim by medics.
using aspect
- stop pain/fatigue effects over time until stim concentration is lowers down
- stops black out/shock and bring back
- used as antidot/blocker in right combination to stop effect / false usage risk negatives
all negative aspects based on chosen difficulty level
sideeffects false usage
- random rarely if concentration of stim is high / stresslevel is high
- can result in a blackout/shock
- optical effects
- moving shapes, stains, blur, fade out, twinkle, sharpen and stronger colors
- audible effects
- enginesounds, choppers, planes, footsteps, shooting, voices, buzzing sound
- motion
- tremble uncontrollably
- touch
- pain without cause
It's a bit tricky and like a puzzle that a medic don't overdo his job to bring a soldier back, so that nobody need to carry him. In some cases he could kill his own teammates with a false injection. Otherwise an uncontrolled soldier can stress the hole team and bring all into problematic situations.
Additional - delirium
- combat fever based on stresslevel
- fever (wet and cold, moskitos)
- heatstroke
- toxication (animals, poisoned darts)
pain
- reduce aiming/movespeed
- can affect the stand
- higher the stresslevel
- can happen
- when falling bad
- hit by bullet or other hard things
stresslevel
- effective over long combattime (~ 1-2h)
- rise
- while under hard fire (nearby collisionroom of soldier like an aura)
- when often wounded
- pain over time
- high fatigue over time
- cure while rest
- nearby friendly (squadmember) soldiers (outer collisionroom) reduce the rising of stress
Additional medicals
- bandaging stops bleeding out (more resistance for non critical shoots)
Hard outworked it for a better understanding.
nice to have (advanced medicsystem)
- more responsibility
- effect gameplay for each character
usage of everything by all
- effectuation based on charactertype
- waste of material
- chance of false usage {F19346}