COALITION Wiki Difference between revisions of "A3 Legacy Medical Information"

Difference between revisions of "A3 Legacy Medical Information"

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==Tactical Combat Casualty Care for all Persons (TCCC)==
== '''This page is a legacy page archived for use as a reference to rebuild the page for Reforger when the time comes.'''  Also to avoid confusion for new players seeing the new infantry guide link here. ==
This document is intended as an introduction to the "All Members Course" of TCCC and Coalition's Basic Medical Functions.


'''What you have:'''
=Tactical Combat Casualty Care (TCCC)=
*2 Elastic Bandages, 2 Packing Bandages, and a Tourniquet.
*You don't get morphine, epi, or blood.


'''What if I Need Morphine?'''
'''Individually you are Supplied;'''
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. '''See figure X'''
*2x packing bandages best used for penetrating injuries. '''See figure Y'''
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. '''See figure Z'''
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you're wounded again.


IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry most injectors and accoutrements, so if you find yourself needing these things in mission you'll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it's imperative that if you are injured you seek treatment immediately.
'''Individual Care Under Fire'''


'''CCPs and their role in respawn waves'''
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.
*First, take cover and suppress the enemy with overwhelming fire.
*Second, if applicable see to your wounds with what equipment you carry for individual use.
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.


CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.
=The Role of Casualty Collection Points, Field Hospitals, & Medical Personnel=


In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.
'''Medical Facilities'''


==ACE Interaction==
Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP's are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure's ace-interaction. '''See figures XAZ and XBZ'''
*Self Interact
*Dragging/Carrying
*CCP Interactions
==Role of Medics in Game==
'''Staying Alive'''


It's expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:
Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed '''here'''.


*Treat Pain
'''The Employment of Medical Facilities'''
*Treat blood loss
*Build CCPs
*Provide surgery and medevac
*Place a field hospital
*Request reinforcements
*Remain an effective fighting force
 
Obviously, this isn't an optimal outcome. As such, if you're a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else's death lower as well.
 
'''Blood transfusions'''
 
It's not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanour. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you're taking unwanted naps.
 
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It's up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.
 
'''Morphine/Epinephrine/Atropine'''


Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you're giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.
 
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.
 
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone's heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.
 
'''CCP placement/usage'''
 
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.


Once you've built your CCP and it's in it's final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you've done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they're reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don't let them out of your sight until you've got a plan for them.
Once you've built your CCP and it's in it's final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you've done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they're reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don't let them out of your sight until you've got a plan for them.


As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.


As of right now, CCPs cannot be repacked. It's important that their placement is strategically advantageous and that they will remain useful for a decent period. It's up to medics and their commanding officers to determine when and where to place CCPs.
'''Responsibilities of Squad Medics'''


'''Surgery'''
It's expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:


Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.
*Treat Pain
*Treat blood loss
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)
*Provide surgery and medevac
*Request reinforcements
*Remain an effective fighting force


These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.
Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.


Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it's up to GI to remain conscious of their medical state and seek attention appropriately.
'''Responsibilities of the Medical Officer'''
 
'''Deceased'''
 
Medics will be in charge of caring for the living and managing the those that have died. You will have body bags to remove the body from the field. Keep in mind that this will remove all inventory from said body and thus is important that any necessary supplies such as radios from Team Leaders or ammo for your AR is retrieved before the medic covers the body.
 
==Understanding the Medical Officer==
 
'''Roles of the Medical Officer'''
 
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle.
 
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.


*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle.
*Placement of the field hospital provides surgery kits with which to return personnel to 100% health.
**Surgery kits may be used in either the CCP or FH.
*The medical officer works with other medics and medevac crews to provide medical attention in the field.
*The medical officer works with other medics and medevac crews to provide medical attention in the field.
 
*Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.


'''The Field Hospital and the Medical Vehicle'''
'''The Field Hospital and the Medical Vehicle'''


The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations.
The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations.  
 
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned.
 
It's up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It's recommended that you use the medical vehicle to gather supplies if more are required.
 
==The Finer Points of Advanced Medical==
 
'''Bandaging'''
 
*Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.
 
*Quick Clot: These bandages will quench bleeding faster. If you're losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.
 
*Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.
 
'''Blood, Plasma, and Saline'''
 
*Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.


*Plasma: Similar to blood, it will bring color back to a player's screen and increase their blood level.  
The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned.  


*Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.
It's up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It's recommended that you use the medical vehicle to gather supplies if more are required.


'''Tourniquets'''
=Pronouncing Death=


*Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.
The canon method of declaring the death of a patient is to use the ACE Medical menu to confirm that said patient:
*Is not Responsive
*Has no Blood Pressure
*Has no Heart Rate


*Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.
However, in ''extremely'' rare circumstances, the readings are deceptive, and the patient is, in fact, still alive. This can be induced if drugs such as morphine is still present in their system. Their alive status is confirmed by the presence of a drag/carry ACE interaction option. This option never appears on dead bodies. This possibility is demonstrated in the pictures below.


*Let medics know if you have tourniquets on already so they don't accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.
Because of the potential for inconsistencies, always check if the body is draggable. If you want, you can go through the motions for checking the patient response, heart rate, and blood pressure. Don't call a still-living teammate dead!


'''Splints'''
[[File:No_response.png|1000px|thumb|center|ACE Medical demonstrating no response, no heart rate, and no blood pressure. Patient is still alive, however.]]
*Repairs broken limbs


*One time use*
[[File:Not_draggable.png|400px|thumb|What interactions a dead patient would have. Not draggable.]]
[[File:Draggable_body.png|400px|thumb|left|Patient is still draggable, and thus still alive.]]

Latest revision as of 18:31, 12 June 2024

This page is a legacy page archived for use as a reference to rebuild the page for Reforger when the time comes. Also to avoid confusion for new players seeing the new infantry guide link here.

This document is intended as an introduction to the "All Members Course" of TCCC and Coalition's Basic Medical Functions.

Tactical Combat Casualty Care (TCCC)

Individually you are Supplied;

  • 2x elastic bandages best used for avulsions, lacerations and crushed tissues. See figure X
  • 2x packing bandages best used for penetrating injuries. See figure Y
  • 1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. See figure Z
    • Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.
    • Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you're wounded again.

Individual Care Under Fire

As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.

  • First, take cover and suppress the enemy with overwhelming fire.
  • Second, if applicable see to your wounds with what equipment you carry for individual use.
  • If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.
  • Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.

The Role of Casualty Collection Points, Field Hospitals, & Medical Personnel

Medical Facilities

Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP's are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure's ace-interaction. See figures XAZ and XBZ

Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed here.

The Employment of Medical Facilities

CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.

Once you've built your CCP and it's in it's final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you've done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they're reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don't let them out of your sight until you've got a plan for them.

As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.

Responsibilities of Squad Medics

It's expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:

  • Treat Pain
  • Treat blood loss
  • Build Casualty Collection Points (CCP) or Field Hospitals (FH)
  • Provide surgery and medevac
  • Request reinforcements
  • Remain an effective fighting force

Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.

Responsibilities of the Medical Officer

  • The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle.
  • Placement of the field hospital provides surgery kits with which to return personnel to 100% health.
    • Surgery kits may be used in either the CCP or FH.
  • The medical officer works with other medics and medevac crews to provide medical attention in the field.
  • Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.

The Field Hospital and the Medical Vehicle

The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations.

The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned.

It's up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It's recommended that you use the medical vehicle to gather supplies if more are required.

Pronouncing Death

The canon method of declaring the death of a patient is to use the ACE Medical menu to confirm that said patient:

  • Is not Responsive
  • Has no Blood Pressure
  • Has no Heart Rate

However, in extremely rare circumstances, the readings are deceptive, and the patient is, in fact, still alive. This can be induced if drugs such as morphine is still present in their system. Their alive status is confirmed by the presence of a drag/carry ACE interaction option. This option never appears on dead bodies. This possibility is demonstrated in the pictures below.

Because of the potential for inconsistencies, always check if the body is draggable. If you want, you can go through the motions for checking the patient response, heart rate, and blood pressure. Don't call a still-living teammate dead!

ACE Medical demonstrating no response, no heart rate, and no blood pressure. Patient is still alive, however.
What interactions a dead patient would have. Not draggable.
Patient is still draggable, and thus still alive.