Участник:Lovegreenstuff/Sandbox: различия между версиями
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'''Blood Loss''' - Caused by bleeding and causes oxy damage that is difficult to heal. Blood can be restored, from slowest to fastest, with food like MREs, with iron from well prepared corpsmen, or directly from blood packs attached to IV poles. | '''Blood Loss''' - Caused by bleeding and causes oxy damage that is difficult to heal. Blood can be restored, from slowest to fastest, with food like MREs, with iron from well prepared corpsmen, or directly from blood packs attached to IV poles. | ||
'''Shrapnel''' - Caused by getting shot. Can be removed via comically large tweezers or by surgery. One of very few cases where the frontline option is arguably better than the standard option. Side effects include brute damage, pain, and potential organ damage when moving. | '''Shrapnel''' - Caused by getting shot. Can be removed via comically large tweezers or by surgery. Additionally, the downsides of shrapnel can be mitigated with the use of splints. One of very few cases where the frontline option is arguably better than the standard option. Side effects include brute damage, pain, and potential organ damage when moving. | ||
=Tips= | =Tips= | ||
{{TGMC-Jobs}} | {{TGMC-Jobs}} |
Версия от 12:14, 18 мая 2021
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
MEDICAL | |
Файл:DMCA Doctor.png Medical Officer |
Access: Medbay Difficulty: Medium-Hard Rank: Ensign(starting), Lieutenant Junior Grade(25hrs), Lieutenant(50hrs) Class: Civilian Supervisors: Chief Medical Officer Duties: Perform surgery, fix people with holes in them. Guides: Guide to Surgery, Guide to chemistry, Chemical recipes, Guide to Defibrillation Quote:"People die if they are killed." |
Forewarning, Medical Officer is the worst job. The amount of work you get is inverse to how successful the Marines are doing, meaning you can go from doing nothing to being overworked in seconds.
Overview
You are the Medical Officer, or MO. Your job is to fix things that normally can't be fixed out in the field. From broken bones to lost limbs, and all in between. Your goal should be getting your marines to a level of health similar to how they were when they first popped out of cryo.
The most basic skill of an MO is surgery, unsurprisingly. Although just pushing people into an autodoc can suffice, surgery is what puts you above a hyperactive ST.
When patients arrive, via walking in or by being sent up via medevac, you fix them, usually with surgery.
The four most common reasons to get patients are xenomorph embryos, broken bones, internal bleeding, and organ damage. The first ailment, xenomorph embryos, should take priority.
Read the Guide to Surgery for more info.
Surgical Equipment
Body Scanner
The first machinery to use when a wounded marine comes into medbay. This tells you nearly exactly what is wrong with the patient, do this before every surgery even if they THINK they know what is wrong.
Directions for use:
- Grab patient.
- Click scanner to load patient.
- Use the connected Body Scanner console to create a report.
- Right-click scanner, and select "Eject Patient" to retrieve patient for other procedures.
Doing this stores a detailed health scan of a marine at a given point in time. By wearing a MedHud, you can view this scan at any time by walking up to them, examining them, then clicking the "scan from XX:XX" button that pops up.
Make sure to double check with a new scan after you're done doing surgery. Lots of things can slip by if you're not careful, as the UI for the detailed scan can be difficult to read at times.
Autodoc
Performs surgery automatically, for when you have too many patients at once. Note that you need power to use the autodoc. This machine takes a lot of energy, and it can actually black out medbay if used too much. Make sure that engineering have the engine taken care of otherwise medical cannot use auto doc AND bodyscanner!
Directions for use:
- First, obtain a body scan of the patient.
- Grab the patient, and click the autodoc to insert them.
- Use the autodoc console to create a queue of procedures manually, or set it to "automatic" to have it do this itself, but with slower surgery.
- Press the "Begin Surgery Queue" button to activate it.
Cryotube
Heals marines and prepares them for surgery.
Directions for use:
- Grab patient.
- Click the cryotube to load them into it.
- Turn on the cryotube.
The preloaded chemical mix contains the following...
Cryomix Contents |
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|
A loaded cryotube can heal organ damage, internal bleeding, basic damage types, clone damage, and heal broken bones (which is a little bit buggy, so don't rely on it).
Sleeper
Mostly unused, aside from when some idiot has gotten OVERDOSED (OD) on a chemical (although Hypervene will also help, unless the patient's dead). For this, use the "Dialysis" function.
Directions for use:
- Grab patient.
- Click the sleeper to load them into it.
- Use the connected console to perform procedures.
Won't see much use, but the dialysis function is very helpful for dealing with patients with high amounts of neurotoxin or larval inside them.
Surgery Table
The bread and butter of non-corpsman healing. Used to perform surgery quickly and safely, alongside your trusty surgery tools.
Directions for use:
- Before use, ensure table has an anesthetic tank loaded. Clicking a table with a tank will place it in if there isn't one already, and an empty hand will remove any tank.
- Grab patient, then click the table to place them onto it.
- Click-drag patient's sprite onto the table to connect them to the anesthetic system.
The vast majority of non-standard damage can be fixed via surgery. Organ damage, internal bleeding, broken bones, shrapnel, etc. The ones that can't are blood loss, fixed with food, iron, and IVs, and clone loss, fixed with cryo.
The Problems
for more information on surgery, see Surgery
As the undoubtedly trained professional that you are, your job is to heal what the Marines and Medics cannot. This often ends with you doing ALL the work, as medics do not always properly treat patients.
Listed below are some common ailments and how you can treat them, both short-term and long-term.
Standard Damage - This refers to the numbers that show up when you scan someone with a standard health analyzer. Brute, burn, toxin, and oxy damage. Nine times out of twelve, you can fix it with pills well enough, with oxy damage fixing itself if nothing else is really causing it. High toxin damage can cause the analyzer to give a false positive about liver damage or groin fracture, so watch out for that.
Pain - This is a secondary form of health that isn't shown directly on the analyzer. Pain causes slowdown, and extreme pain can cause you to drop items or stun you. It's caused by having other damage types, broken bones (splinted and unsplinted, with splinted fractures causing less pain) as well as having certain chems inside you. Pain can be fixed easily with painkilling chems, such as tramadol and oxycodone. Burn causes the most pain, with brute following behind at about half as painful, with oxy and toxin damage causing very little pain.
Fractures - Fractures are caused by brute damage, either from getting slashed, or by getting shot by PVT. Dinglefart behind you with a slug shotgun. Left untreated, it can cause serious organ damage and pain. Splinting it is a good idea in the short term, but to truly fix it, cryo or surgery are your best bets. There are certain brute damage maximums that exist to fix fractures, with bones immediately rebreaking if they're over the limit (which is why you'll sometimes hear repeated bone breaks coming from the cryotube).
Organ Damage - These are caused by a variety of things, from shrapnel to fractures to simply just bad luck. In the short term, Peridaxon Plus is one of the best options for this, with standard Peridaxon being a good alternative. Certain organs, like eyes and brain, also have specialized chems tied to them. For a simpler fix, the organ repair surgeries brings organs back to perfect health.
Type | Damaged Effect |
---|---|
Heart | Blood Loss |
Lungs | Nonhealing oxy damage |
Liver | Toxin damage |
Brain | Item dropping and random resting |
Eyes | Blurred vision or blindness |
Internal Bleeding - Caused by brute damage with a touch of bad luck. Internal bleeding causes patients to lose blood, getting worse and worse as time passes. If detected early, Quick-Clot can buy good time. Quick-Clot Plus can fix IB in the field, but causes extreme pain, stamina loss, and toxin buildup. An alternative for the desperate is Bicaridine overdose along with Inaprovaline, which will very slowly heal IB. Surgery-wise, doing vein fix surgery on the limb with IB will fix it very quickly.
Blood Loss - Caused by bleeding and causes oxy damage that is difficult to heal. Blood can be restored, from slowest to fastest, with food like MREs, with iron from well prepared corpsmen, or directly from blood packs attached to IV poles.
Shrapnel - Caused by getting shot. Can be removed via comically large tweezers or by surgery. Additionally, the downsides of shrapnel can be mitigated with the use of splints. One of very few cases where the frontline option is arguably better than the standard option. Side effects include brute damage, pain, and potential organ damage when moving.
Tips
TGMC Roles | ||
TerraGov Marines | Command | Captain, Field Commander, Staff Officer, Pilot Officer |
Engineering and Supply | Chief Ship Engineer, Requisitions Officer, Ship Technician | |
Medical | Chief Medical Officer, Medical Officer, Researcher | |
Marines | Squad Leader, Mech Pilot, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine | |
Civilians | Corporate Liaison | |
Silicon-Based | Combat robots, Synthetic, AI | |
Xenomorphs | Tier 0 | Larva, Minions |
Tier 1 | Drone, Runner, Defender, Baneling, Sentinel | |
Tier 2 | Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter | |
Tier 3 | Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler | |
Tier 4 | Shrike, Queen, King, Hivemind | |
Others | Zombie, Emergency Response Teams, Sons of Mars, |