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Consider interconnecting the Medical module with the Fatique module

Open ViperMaul opened this issue 8 years ago • 12 comments

Feedback from a recent meeting:

There were plans to interconnect the medical module with the fatigue module. But nothing specific.

ViperMaul avatar Jan 16 '17 23:01 ViperMaul

Just saw this? Why not just have it where you can sync it if necessary. The vast majority of players don't play any Arma game where having fatigue linked to medical would be necessary. Bessides that reason why would you want to do that? There are so many interconnected aspects of fatigue with medical that make zero sense to connect in a game. Especially when people are only playing the game for 1-4 hours on average when they play. To me that would be a surefire way to eliminate your mod from being one that people want to use compared to anything else.

Will-Nichols avatar Mar 27 '17 23:03 Will-Nichols

The vast majority of players don't play any Arma game where having fatigue linked to medical would be necessary?

Is this a question or a statement? if the latter: sources?

bux avatar Mar 29 '17 06:03 bux

Just to clarify, this wouldn't add a dependency or requirement to run adv_fatigue; We can do this in a way that would still be modular.

PabstMirror avatar Mar 29 '17 06:03 PabstMirror

@bux I would say that was a mistake on my end typing wise...I have since corrected it and it was a statement. Having played Arma since the very first iteration of it I have never played in a game where those items were linked together or even needed.

Its good to hear that they would not be a dependency or requirement to use the function.

Will-Nichols avatar Mar 29 '17 23:03 Will-Nichols

@coachwn & @ViperMaul, I would think this would help make it more realistic. If fatigue and medical were incorporated into each other, then it would have significant changes in gameplay.

For example, a unit is fatigued due to running with a heavy load. This would cause stamina to run low, thus increasing heart rate and breathing rate. The unit then gets shot in the arm, and due to the increased heart rate, starts bleeding faster than if they had not been fatigued. Couple this with the fact that they stick some morphine in themselves, and don't treat the wound properly, and you have a recipe for disaster.

On the other hand, if you thicken the blood, you can become more fatigued, but it could bleed less,, etc.

Somoto711 avatar Jan 12 '18 21:01 Somoto711

Just throwing my 2 cents in here.

That feature can be nice because ace currently has few features that make circulatory parameters high. Especially I have not encountered much hypertension collapse yet. Your cardiac frequency only rises when you're loosing blood, but it makes volemia (and thus tension) low, and you quickly end up with heart rate lowering due to volume too low. There's no way to increase viscosity to higher values, and extra volume from having given too much IV are disposed.

However, when you implement this feature beware that fatigue shall only increase heart rate when blood volume is high enough, otherwise you'd end up with medics asking patients to run in order to avoid bradycardia. High fatigue shall decrease heart rate when volume is below a certain threshold. This would mean patients undergoing blood drip after an hypovolemia are expected to get some rest and avoid effort and stress in order to prevent a secondary bradycardia collapse. Or use an epinephrine in case of an emergency.

ArwynFr avatar Apr 17 '18 00:04 ArwynFr

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

stale[bot] avatar Nov 18 '18 12:11 stale[bot]

This is on todo for medical rewrite, don't close.

dedmen avatar Nov 18 '18 12:11 dedmen

We currently have

if (["ACE_Medical"] call EFUNC(common,isModLoaded)) then {
    [QEGVAR(medical,pain), { // 0->1.0, 0.5->1.05, 1->1.1
        linearConversion [0, 1, (_this getVariable [QEGVAR(medical,pain), 0]), 1, 1.1, true];
    }] call FUNC(addDutyFactor);
    [QEGVAR(medical,bloodVolume), { // 100->1.0, 90->1.1, 80->1.2
        linearConversion [6, 0, (_this getVariable [QEGVAR(medical,bloodVolume), 100]), 1, 2, true];
    }] call FUNC(addDutyFactor);
};

Should pain be using suppressed pain?

#define GET_PAIN_PERCEIVED(unit)    (0 max (GET_PAIN(unit) - GET_PAIN_SUPPRESS(unit)) min 1)

I think blood volume should have a larger impact. Donating 500ml blood is enough to have a noticeable effect on physical activity (also getVar default is should be 6 not 100)

Any other factors? I'd guess it's hard to run with a tourniquet on your legs and probably not a good idea to run and crawl while you have a blood bag attached to your veins

I think it might be interesting to have feedback in the other direction High stamina use should increase heart rate

[player, "#Fatigue", 5, 60, 20,0,0] call ace_medical_status_fnc_addMedicationAdjustment

PabstMirror avatar Apr 12 '19 16:04 PabstMirror

overhaul ACE_setCustomAimCoef called from AF and medical medical relies on existance of AF to actually apply the effect possibly move to common

PabstMirror avatar Sep 28 '19 22:09 PabstMirror

overhaul ACE_setCustomAimCoef called from AF and medical medical relies on existance of AF to actually apply the effect possibly move to common

Handled by #9226

With #9360 fatigue will increase oxygen demand which will increase heart rate

Maybe oxygen saturation should also be dependent on blood volume? This'd allow us to remove the bloodVolume dutyFactor from AF. @BrettMayson

LinkIsGrim avatar Sep 08 '23 04:09 LinkIsGrim

The heart rate increase by spo2 is only for aerobic recovery, heart rate increase won't be "enough" to more match reality.

I don't know about adding blood volume to spo2, it was already a pain to get it acting reasonably realistic as is, adding another variable to balance would be annoying, but obviously doable.

BrettMayson avatar Sep 08 '23 07:09 BrettMayson