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  • [INFO] ArmA Medical Knowledge

    A follow on to this...

    Originally posted by woof
    Black Python suggested I should write down a desired medic curriculum. I think that pooling our knowledge idea is an excellent way to build a common base of Medic-awesomeness to then share with others.

    I would love to throw JB, WarFairy, Pepper and BP together and see what we can squeeze out of them, put it in a blender, and serve it up as a course to others.

    Format could be each section being covered by one person most familiar with it, with cross training between those specialists. Once the knowledge is sufficiently shared, we would have a pool of potential instructors and assistant instructors for teaching others in the future.

    If this sounds like something that would work, what do we need to do get something scheduled?
    So, acting on this, post what you know / things that pop into your head regarding this subject. As TG forums don't let me edit posts, I'll try to keep up to date with what's posted on here using the blog system (because TG does let you edit that).



    I'll just dump down some vague ideas to get things started.

    Situational / Combat Awareness: Actually covers a load of levels. Not only where the enemy is, but also for triage - who is the most useful member of the fireteam to get back into the fight?

    Triage: Who needs help the most? Who's most likely to survive and be helpful? At it's most basic, it's who is most likely to die and needs help the most. It gets complicated when things become a real Charlie Foxtrot, and you have to actually make choices on who lives and dies. If you need surpressive fire on the enemy, and you have a choice between getting the Automatic Rifleman up and a plain rifleman, pick the AR.
    In another situation, you may have someone who will die if you don't help them, but your team is down to only two (other than you) combat effective. One of the combat effective is wounded and bleeding, likely to pass out soon. Do you let the dying one die to make sure the guy already up won't go unconcious (and leave you with no security)? If you patch up the guy already up, the worse wounded is guaranteed to die. If you patch up the guy dying and save him, there's a chance the guy already up goes unconcious, and you only have one person covering your back while you work on the guys down on the floor.
    At best, simply a case of treating the worst wounded first. At worst, a case of letting the few die for the sake of the many.

    Reduce Casualties: This is probably very controversial, but there may be times where you can't actually get to someone wounded without losing more guys in the process, or it may not be safe to go out to a casualty. A dead medic is no use to anyone. It's also generally bad, psychologically. Probably also a good idea to keep the medic off the front lines.
    In terms of securing the area, I guess this is the job of the rest of the squad? Probably need to communicate back with the medic when it's safe (or as safe as it's going to get) to move in to provide medical aid.

    Smoke Everywhere: It's concealment in a can. How could that not be awesome? Deploy between the wounded and enemy fire, or straight on top of the wounded. On the other hand, there is the chance that this not only blocks the enemy's view, but the view of all your allies too. Not personally sure what to do in that scenario - judgement call, I guess. Have been shouted at for smoking on wounded and blocking my team's view of the enemy before.

    Timings and Animation: Each medical action takes time, some of which cause you to freeze on the spot. First aid particularly. Some also have awkward animations. For example, you may start first aid on a soldier lying behind a tree - as they roll over for the animation, suddenly they're no longer sheltered by the trunk of the tree and get shot in the face. Also worth noting that you can bandage other players while prone, but attempting to bandage yourself while prone results in you going into a kneeling position in the first aid animation. Blam.

    Who Needs First Aid: Probably fairly controversial again. At a guess, I'd say that Automatic Riflemen / Machine Gunners / Snipers aren't actually up the top of the priority list in terms of fixing broken arms - most of their shooting (at least in ACE) will /should be done with their weapon deployed against some sort of hard surface, mostly negating weapon recoil. Someone not moving around much probably isn't priority for fixing broken legs. On that topic, broken legs > all other first aid things, simply for the purpose of being able to move around.
    Last edited by Athanasa; 02-21-2012, 08:05 AM.

    Pepper

    "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

  • #2
    Re: ArmA Medical Knowledge

    Originally posted by woof
    Basic Medic:

    Overview of the ACE Wounds system.
    IFAKs, types and use of various medical supplies (bandages, compresses, morphine, Epi, First Aid Kit).
    Use of the self and other interaction keys to assess and treat injuries.
    Movement of patients by dragging, carrying and use of stretchers
    Wounds/Injuries that can treated in the field by non-medics or medics-only
    Incapacitating wounds that prevent use of weapons (aiming) or movement
    Wounds/Injuries that require treatment at MASH or Field Hosptial


    Advanced Medic:

    Advanced Life Saving Techniques
    Triage: How to sort and prioritize care to wounded
    Tactical Field Care: When to provide aid, when not to
    Establishing a secure area to treat wounded (Casualty Collection Point)
    Tactical Evacuation Care: Preparing wounded for evacuation by ground or air vehicles (CASEVAC, MEDEVAC); Setting and marking LZs
    How to format and prepare MIST, 9-line Medevac cards
    Flight Medic Operations

    I will add the detailed curriculum. I could get on some details here but I think the point is to actually do the things and not read on them as that is usually a more effective way.

    So who is interested in this? :D

    Having served as a nurse in real life, and being CPR certified, recently, I could give out a few tips and rules but I think that getting on a server and roleplay the part would be more helpful to all of us who want the medic course :D
    - - -

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    • #3
      Re: ArmA Medical Knowledge

      Just using this thread as a collection point of knowledge, really. Then go over it, sort it, concentrate it and organise it and turn out something more easily readable.

      Pepper

      "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

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      • #4
        Re: ArmA Medical Knowledge

        Doesn't hurt to see if people wanna do that either :P I had already started something ;) (in terms of what I know guide) message me on TS and we can go over it :)
        Last edited by WarFairy; 02-21-2012, 10:15 AM.
        - - -

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        • #5
          Re: ArmA Medical Knowledge

          I would, but I forgot to bring my laptop to Uni, so I can't get on TS3.

          Pepper

          "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

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          • #6
            Re: ArmA Medical Knowledge

            http://www.tacticalgamer.com/armed-a...ml#post1632091
            I put this up a while ago as a very basic primer, for newbies. So you can glean whatever you want from this. I'll probably try and post more later, but I'm at work now.

            http://www.tacticalgamer.com/armed-a...-arma-2-a.html
            Markolh also wrote up a bit about triage and a crash-course, how-to guide for this.

            ribbons_volunteer-class1.jpg
            "WARNING: Don't let me throw frags!"

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            • #7
              Re: ArmA Medical Knowledge

              Shoomfie, I love you.

              Current ARMA Development Project: No Current Project

              "An infantryman needs a leader to be the standard against which he can judge all soldiers."

              Friend of |TG| Chief

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              • #8
                Re: ArmA Medical Knowledge

                Markolh needs to play ArmA more. D:<

                Pepper

                "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

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                • #9
                  Re: ArmA Medical Knowledge

                  Ok, here's what I've got so far, aside from what Markohl, WarFairy, and I already wrote. As these other resources are rather in-depth, I'll just be touching on random bits of info.

                  • morphine is often required in ACE to revive an unconscious person. This is why I give morphine before epi.
                  • If you give epi, and it say's you can give epi again, it does nothing but add revive time to the player. (move on to morphine)
                  • Using a medic kit can do more than just allow the player to walk again. Often times, when you get shot it will affect your aim and stamina as well.
                  • A medic will use the wounded players supplies first. (e.g. a normal player may not be able to use medkits, but if his weight is light, than he might consider bringing one anyway, to save the medic one later)
                  • a wounded player will usually leave a blood trail on the ground. Use this to find inured players, or hunt down bad guys.
                  • epi, morphine, bandages/compresses, can all be administered from the prone position, but using the med-kits will always bring to a kneeling stance


                  that's all I can think of at the moment, the other resources, (linked at top) cover everything else fairly well.

                  ribbons_volunteer-class1.jpg
                  "WARNING: Don't let me throw frags!"

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                  • #10
                    Re: ArmA Medical Knowledge

                    Basic thing from Markolh's guide is order of operations: CPR, stop bleeding, THEN Morphine and then Epi. Doing Morphine or Epi before bandaging seems to end badly.

                    Point is a printed guide is of limited value. TGU exists for a reason. Let's use it. Ideally limited classroom/lecture time and mostly practical/learning by doing. Limit class size to 3-4 people if necessary.

                    I don't learn from powerpoint presentations. I learn by doing. I assume there are others like me. I'd prefer to learn in an environment where it won't cost us the mission when I screw up.
                    sigpic
                    [squadl][conduct]



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                    • #11
                      Re: ArmA Medical Knowledge

                      I think we can take you and Pepper and me and anyone else who is interested and ask for some charlie time, and use JB s ACE ACRE map and work on those things ;)
                      - - -

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                      • #12
                        Re: ArmA Medical Knowledge

                        Originally posted by woof View Post
                        I don't learn from powerpoint presentations. I learn by doing. I assume there are others like me. I'd prefer to learn in an environment where it won't cost us the mission when I screw up.
                        Word. What might be good for various lessons - especially those covering squad movement, actually - might be to have some players on OPFOR to 'simulate' enemy infantry. Just lay down some surpressing fire (without trying to actually kill people on purpose) to add pressure to a situation. Might help in practicing battlefield medicine if you can get in some time working on casualties while there are live bullets flying around.

                        Pepper

                        "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

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                        • #13
                          Re: ArmA Medical Knowledge

                          That sounds like it could be really good. I'd love to help with this (weekends only). I can play OPFOR, and suppress, or fly medivac, or instruct, or play dead.

                          ribbons_volunteer-class1.jpg
                          "WARNING: Don't let me throw frags!"

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                          • #14
                            Re: ArmA Medical Knowledge

                            Woot for live fire exercises.

                            Pepper

                            "If you find yourself in a fair fight, you didn't plan your mission properly." David Hackworth

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                            • #15
                              Re: ArmA Medical Knowledge

                              I and the rest of TGU encourage this initiative. If this little project goes ahead and turns out good, we'll see about getting it a TGU stamp of approval.

                              If you have any questions weapons are green.
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                              "Kirov is boss"
                              CO49 Great Bear Part 1, 28APR2012.

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