New test build: fixes for the casevac system
[h2]Casevac - Bugs in the older versions[/h2]
It turns out the older builds of the game have a bug that prevents you from successfully evacuating your wounded. In almost all cases the game will just declare them DOA as your vehicle leaves the map.
In other cases, it will not register the wounded enemies or civilians evacuated from the map, and therefore will not reward you with Command Points, for your troubles.
[h2]Fix #1 - a new "bleed out" logic for the wounded[/h2]
The game will now tell you exactly how much time you have left for the evacuation of your wounded, before they perish. This should let you do proper triage, if you want to (leave those who'll never make it in time, and focus on those who still have a chance).
In previous builds the "bleeding out" mechanic was hidden from the player, and rather unpredictable (the wounded could just randomly die at any point in time), making the whole medic/evacuation process a little too obscure.
In most cases, your wounded have between 1 and 15 minutes before they bleed out.
Units stabilized by a medic can wait for their evacuation as long as you need them to.
[h2]Fix #2 - you get rewarded for your efforts at all times[/h2]
Even if the patients you ordered treatment for die in the process, you still get some Command Points for the effort. After all, it's not your fault they died.
You should always try to help all your wounded, and get them off the map while still alive (as in this scenario the game will reward you with the most points), but you will not be punished for the failures, as long as your try to do _something_ for the wounded.
As a bonus reward, any time you manage to evacuate a unit in time, the stress level of all your remaining units will get reduced by 5%.
[h2]Fix #3 - differences between "buddy aid" and medics[/h2]
You can use any of your units to render help in desperate situations, but it will never be as effective as assigning a medic to help your wounded.
Buddy aid - will spend one medikit (starting with the medikit of the fallen unit, if it has one in inventory). The unit performing the buddy aid has a chance of hurting the patient, especially if it has the "inexperienced medic" perk. The process takes a lot of time, and in the end has only a moderate chance of stabilizing the patient.
In most cases, performing buddy aid on your wounded will simply buy them more time for a successful evacuation.
Medic - will work faster, on any number of patients and with a much greater chance of fully stabilizing the patient.
[h2]Fix #4 - some patient just cannot be stabilized[/h2]
Not all wounds are treatable in the field, and a certain percentage of your wounded will require swift evacuation, even after a medic tries to stabilize their condition. The game will tell you when it's the case.
[h2]Fix #5 - most vehicles are not suitable for transporting the wounded[/h2]
If you decide to put your wounded in a regular vehicle, they will immediately become unstable again. At this point, not even your medic will be able to help stabilize them, and you need to evacuate them as soon as possible. This mechanic is meant to force you to use proper medical vehicles, whenever possible.
[h2]Fix #6 - you can casevac enemies and civilians[/h2]
You can "farm" extra Command Points by evacuating wounded and dead enemies, as well as civilians. This will also improve your relations with the locals (because you're being respectful to their fallen).
[h2]tl;dr;[/h2]
The older versions of the game had many issues related to how it treated the wounded units. All of these issues are now fixed in the newest build available on the test branches of the game.
The fixes will be made public in the main branch next week.
It turns out the older builds of the game have a bug that prevents you from successfully evacuating your wounded. In almost all cases the game will just declare them DOA as your vehicle leaves the map.
In other cases, it will not register the wounded enemies or civilians evacuated from the map, and therefore will not reward you with Command Points, for your troubles.
[h2]Fix #1 - a new "bleed out" logic for the wounded[/h2]
The game will now tell you exactly how much time you have left for the evacuation of your wounded, before they perish. This should let you do proper triage, if you want to (leave those who'll never make it in time, and focus on those who still have a chance).
In previous builds the "bleeding out" mechanic was hidden from the player, and rather unpredictable (the wounded could just randomly die at any point in time), making the whole medic/evacuation process a little too obscure.
In most cases, your wounded have between 1 and 15 minutes before they bleed out.
Units stabilized by a medic can wait for their evacuation as long as you need them to.
[h2]Fix #2 - you get rewarded for your efforts at all times[/h2]
Even if the patients you ordered treatment for die in the process, you still get some Command Points for the effort. After all, it's not your fault they died.
You should always try to help all your wounded, and get them off the map while still alive (as in this scenario the game will reward you with the most points), but you will not be punished for the failures, as long as your try to do _something_ for the wounded.
As a bonus reward, any time you manage to evacuate a unit in time, the stress level of all your remaining units will get reduced by 5%.
[h2]Fix #3 - differences between "buddy aid" and medics[/h2]
You can use any of your units to render help in desperate situations, but it will never be as effective as assigning a medic to help your wounded.
Buddy aid - will spend one medikit (starting with the medikit of the fallen unit, if it has one in inventory). The unit performing the buddy aid has a chance of hurting the patient, especially if it has the "inexperienced medic" perk. The process takes a lot of time, and in the end has only a moderate chance of stabilizing the patient.
In most cases, performing buddy aid on your wounded will simply buy them more time for a successful evacuation.
Medic - will work faster, on any number of patients and with a much greater chance of fully stabilizing the patient.
[h2]Fix #4 - some patient just cannot be stabilized[/h2]
Not all wounds are treatable in the field, and a certain percentage of your wounded will require swift evacuation, even after a medic tries to stabilize their condition. The game will tell you when it's the case.
[h2]Fix #5 - most vehicles are not suitable for transporting the wounded[/h2]
If you decide to put your wounded in a regular vehicle, they will immediately become unstable again. At this point, not even your medic will be able to help stabilize them, and you need to evacuate them as soon as possible. This mechanic is meant to force you to use proper medical vehicles, whenever possible.
[h2]Fix #6 - you can casevac enemies and civilians[/h2]
You can "farm" extra Command Points by evacuating wounded and dead enemies, as well as civilians. This will also improve your relations with the locals (because you're being respectful to their fallen).
[h2]tl;dr;[/h2]
The older versions of the game had many issues related to how it treated the wounded units. All of these issues are now fixed in the newest build available on the test branches of the game.
The fixes will be made public in the main branch next week.