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Is there a benefit for making more advacned med kits?

Posted: Thu Apr 20, 2017 8:35 pm
by philthymcnasty
Is there a benefit in the more advanced med kits? So far i do not see a difference in the use of a basic, standard or advanced kit.

I know that the higher level kits last longer, but is there another benefit to them that i am not seeing?

Re: Is there a benefit for making more advacned med kits?

Posted: Thu Apr 20, 2017 9:49 pm
by Hatsune_Neko
believe they supposed to repair injuries faster? or you use less charges depending on its quality.
idk this is kinda a guess.

Re: Is there a benefit for making more advacned med kits?

Posted: Thu Apr 20, 2017 9:57 pm
by umbra
i think it might be faster but it also lasts longer

Re: Is there a benefit for making more advacned med kits?

Posted: Fri Apr 21, 2017 5:33 pm
by philthymcnasty
Hatsune_Neko wrote:believe they supposed to repair injuries faster? or you use less charges depending on its quality.
idk this is kinda a guess.

I am thinking that maybe they should add a healing rate buff for the higher level kits. This buff should be unlocked at higher first aid skills.

Because at the moment i am not seeing a good reason to make the high level kits.

Re: Is there a benefit for making more advacned med kits?

Posted: Fri Apr 21, 2017 6:33 pm
by umbra
philthymcnasty wrote:
Hatsune_Neko wrote:believe they supposed to repair injuries faster? or you use less charges depending on its quality.
idk this is kinda a guess.

I am thinking that maybe they should add a healing rate buff for the higher level kits. This buff should be unlocked at higher first aid skills.

Because at the moment i am not seeing a good reason to make the high level kits.
there is a charge and quality sat so most likely lasts longer and does a better job

Re: Is there a benefit for making more advacned med kits?

Posted: Fri Apr 21, 2017 7:06 pm
by Sol Lignum
I think what they do, effectively, is removing your skill limit. For instance, if your First aid is 50 and you're using small kits, you're practically healing at the rate of First aid lvl 25, since that's the quality of a small kit, which limits your skill, at least so said in the description.

Re: Is there a benefit for making more advacned med kits?

Posted: Sat Apr 22, 2017 3:30 am
by philthymcnasty
Sol Lignum wrote:I think what they do, effectively, is removing your skill limit. For instance, if your First aid is 50 and you're using small kits, you're practically healing at the rate of First aid lvl 25, since that's the quality of a small kit, which limits your skill, at least so said in the description.

Hmmmm.

at the moment, that is kida useless.
Unless you are trying to save 50 people from bleeding to death, a basic medkit is just fine forever.

MAybe it is just me, but medkits need some love.

Re: Is there a benefit for making more advacned med kits?

Posted: Sun Apr 23, 2017 1:32 am
by dragonalumni
I was going to start a new topic in regards to medkits but I'll just post it here because it's more or less the same issue from a different angle.

The problem with making bigger medkits imho, is not that they are not useful, is that you have compare that usefulness to the additional materials and SIZE of the kit.

A 2 x 1 basic first aid kit is a small compact wonderful thing everyone can have room for it.
It is the same for the 2 x 2 sized standard first aid kit.

I feel the 3 x 3 advanced size medical and split kits are just not worth the main inventory space, especially considering the additional cost and or materials required, you also need someone specialized enough to take advantage of such a kit.

IF I was the boss, dev.. or even was ready to mod the game.. I would make all kits 4 x 4 and give them slightly different graphics to represent their quality. This way your not punishing people for having better skill with a huge bag stealing kit.

Our basic inventory is 80 squares (8 x 10) and giving up 3x3 (twice) for medic and split is 18 squares or nearly 25% of your bag space.

my2cents

Re: Is there a benefit for making more advacned med kits?

Posted: Sun Apr 23, 2017 3:30 am
by umbra
i did some looking
so if you have a level 50 skill and use a basic pack your be locked to a skill of 25 the quality lock the max level

Re: Is there a benefit for making more advacned med kits?

Posted: Sun Apr 23, 2017 6:40 am
by philthymcnasty
umbra wrote:i did some looking
so if you have a level 50 skill and use a basic pack your be locked to a skill of 25 the quality lock the max level

The problem here is that a 25 skill seems to be just fine.

Once you get your toughness in the 30s, and high grade equipment, you no longer have to worry about everyone bleeding out, so tiny medkit are just fine.

Part of the problem may be that we do not have enough bad guys with swords. It seems everyone on this map favors the blunt weapons. By the time i go to fight spiders, i am in full masterwork grade equipment, and i have purchased enough blueprints to be stupid deadly.

I am currently doing experiments with each med kit. I am attacking holy nation with squad sizes set to max, and seeing how fast each kit works in game.

So far, the only advantage to a good kit is very fast first aid, so if you want to do first aid in the middle of a fight, you use the big ones.

I am going to play around some more.

Re: Is there a benefit for making more advacned med kits?

Posted: Sun Apr 23, 2017 8:33 am
by Sol Lignum
As an opinion, not backed by any solid calculations:

Because my preference to powerplay is extremely low, means most of my guys' combat stats are still at 30th, I prefer equipping my medics with top-notch medkits, since sh :!: t tends to happen quite unexpectedly. So even if benefit is insignificant in numbers, i would still prefer it over none at all.

Re: Is there a benefit for making more advacned med kits?

Posted: Sun Apr 23, 2017 4:40 pm
by umbra
philthymcnasty wrote:
umbra wrote:i did some looking
so if you have a level 50 skill and use a basic pack your be locked to a skill of 25 the quality lock the max level

The problem here is that a 25 skill seems to be just fine.

Once you get your toughness in the 30s, and high grade equipment, you no longer have to worry about everyone bleeding out, so tiny medkit are just fine.

Part of the problem may be that we do not have enough bad guys with swords. It seems everyone on this map favors the blunt weapons. By the time i go to fight spiders, i am in full masterwork grade equipment, and i have purchased enough blueprints to be stupid deadly.

I am currently doing experiments with each med kit. I am attacking holy nation with squad sizes set to max, and seeing how fast each kit works in game.

So far, the only advantage to a good kit is very fast first aid, so if you want to do first aid in the middle of a fight, you use the big ones.

I am going to play around some more.
most like to capture you for slaves and stuff blunt do well for that not so much blunt

Re: Is there a benefit for making more advacned med kits?

Posted: Tue Apr 25, 2017 4:12 am
by Chinsei
as far as 'first' aid and medicine goes.

personally i'd love if they added in a more detailed/complex medicine system.

first aid only goes so far. since generally just applying bandages and cleaning wounds won't inherently save a life.

if they added some minor events that effected individual characters. you could have things like

the bandage falling off, or perhaps they could borrow from the level of realism in Project Zomboid.

and make it so that the bandages get dirty the more you move around and need to be cleaned and redressed regularly to help ensure the char heals healthily.

but also perhaps add in things like the need to go through some form of long term recovery when a limb gets busted. instead of just waiting around for it to heal without doing anything overly important to/for it.

it would atleast for me add some immersive effects.

but i agree other wise that the first aid kits do need some more pros, and cons for the various sizes. of First Aid kits, and Splint kits. because the basic kits are generally fine enough. since they can stop bleeding and patch the wound no matter how severe it is.

so while bigger ones might heal faster for the additional cost it isn't to big of a deal. but needing things like antibiotics and disinfectants would be a nice addition , especially if things like infections were/are to be added at some point. after all with all the rusty swords those bandits and a lot of the soldiers carry you'd get tetanus quite commonly in the world of Kenshi i'd imagine.

Re: Is there a benefit for making more advacned med kits?

Posted: Tue Apr 25, 2017 5:08 am
by Shidan
There were actually plans for a more complex medical system way back in the early days. But considering the sheer number of characters you may end up with throughout the game, Chris decided this somewhat more simplified system was better in order to avoid the micromanagement.

Re: Is there a benefit for making more advacned med kits?

Posted: Tue Apr 25, 2017 8:03 am
by Sol Lignum
Chinsei wrote: (...) first aid only goes so far. since generally just applying bandages and cleaning wounds won't inherently save a life. (...)
Isn't it how things works currently? If vital parts HP goes below KO point, char is KO'd, bandage all you want, they gonna need some rest. Limbs goes limp once their HP drops below 100, again, bandage all you want, but they gonna need some natural regeneration. Splints helps, but then again, they may go off if been hit strong enough. So essentially, first aid just just seem to boost natural healing, and does not replace it entirely.

Infection and dirt is nice, untill you have to manage 30 (or even more) characters. However, if bandages and splints would become less effective, i.e. would not cover the whole wound, in certain regions like swamps or during sandstorms, that would be nice touch, i think.

Re: Is there a benefit for making more advacned med kits?

Posted: Tue Apr 25, 2017 1:15 pm
by Chinsei
Shidan wrote:There were actually plans for a more complex medical system way back in the early days. But considering the sheer number of characters you may end up with throughout the game, Chris decided this somewhat more simplified system was better in order to avoid the micromanagement.

i don't know i think it'd add in more difficulty, and depending on how it were implemented it could have both macro, and micromanagement properties. personally i enjoy some micromanagement.

it could simply be similar to hunger in that it would show on their portrait if they are ill, or need some form of serious medical treatment perhaps have a single character be able to work an entire room of equipment by shift clicking on the room which would have the character work on the equipment as needed to treat characters.

course most of the equipment should just be diagnostic in nature. actual treatments being harder to find.

Re: Is there a benefit for making more advacned med kits?

Posted: Tue Apr 25, 2017 11:13 pm
by philthymcnasty
Shidan wrote:There were actually plans for a more complex medical system way back in the early days. But considering the sheer number of characters you may end up with throughout the game, Chris decided this somewhat more simplified system was better in order to avoid the micromanagement.

I am not sure micromanagement would be such a bad thing. I am at 600 game play hours now, and am running out of things to do.

this is a sandbox game, the grind is a lot of fun, so maybe a complex realistic medical system would make the combat more difficult.

As it stands, i am now at the stage where one guy can sack an entire holy empire city, with squad sizes set to 3 in the options. I can climb out of the fog on a mountain of fogmen bodies.

So a more difficult medical system might just be what the doctor ordered.

Re: Is there a benefit for making more advacned med kits?

Posted: Wed Apr 26, 2017 2:21 am
by Shidan
I actually agree as well. I'm just repeating what I read elsewhere. :)