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− | {{Biotech}} | + | {{Biotech}} |
{{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}} | {{About|the mechanoid added by the [[Biotech DLC]]|[[colonists]] performing medical duties|Doctoring}} | ||
{{infobox main|none| | {{infobox main|none| | ||
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| research = High mechtech | | research = High mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
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| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 100 | | resource 1 amount = 100 | ||
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| resource 2 amount = 1 | | resource 2 amount = 1 | ||
}} | }} | ||
− | A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] | + | A '''paramedic''' is a [[mechanoids|mechanoid]] added by the [[Biotech DLC]]. |
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== Summary == | == Summary == | ||
− | + | {{Mechanoid Summary}} Mechs count as a partial pawn in terms [[raid points]], and still contribute towards wealth. | |
− | {{Mechanoid Summary}} | ||
− | + | ===Work=== | |
− | + | Paramedics are light mechanoids, and require [[Research#High Mechtech|High mechtech]] to be researched. They are created from a standard [[mech gestator]] with 1 [[basic subcore]] and 50 [[steel]], taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initally craft, and then it must gestate for 1 cycle. A dead paramedic can be resurrected for 25 [[steel]] and 1 gestation cycle so long as the corpse is extant. | |
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Mechs under player control require power: paramedics use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | Mechs under player control require power: paramedics use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a [[mech recharger]] (constant 200W), for 50% power/day, creating 5 [[wastepack]]s whenever the recharger's waste is filled up. | ||
− | + | Paramedics will do tasks under the Doctoring tab, though can also feed [[prisoner]]s. Paramedics have an effective Medical skill of 10. They will rescue pawns before tending to them. They have a base [[Global Work Speed]] of 50% and have a base [[move speed]] {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round 0}} that of a human, equivalent to a pawn in [[plate armor]]. | |
− | Paramedics will do | ||
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− | They have a base [[Global Work Speed]] of 50% and have a base [[move speed]] {{%|{{P|Move Speed Base}}/{{Q|Human|Move Speed Base}} round | ||
− | === | + | ==== Work Speed ==== |
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{{Rewrite|reason=Verify numbers for tend speed}} | {{Rewrite|reason=Verify numbers for tend speed}} | ||
− | The [[Medical Tend Speed]] of a paramedic is dependent on their [[Global Work Speed]] | + | The [[Medical Tend Speed]] of a paramedic is dependent on their [[Global Work Speed]]. Paramedics have a base global work speed of 50%. Being in range of a [[mech booster]] increases the work speed to 75%. Each [[control sublink (standard)|control sublink]] installed in the Mechanitor increases the work speed by 6%, up to a maximum of +36%. Control Sublinks and mech boosters combined allow Paramedics to reach 111% Work Speed. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters. |
All values are for 50%+ lighting conditions. | All values are for 50%+ lighting conditions. | ||
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<!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same --> | <!--Medical Tend Speed at Skill 10 is 100%, so conveniently its the same --> | ||
{| class="wikitable" | {| class="wikitable" | ||
− | ! rowspan='2'| Control | + | ! rowspan='2'| Control Sublinks !! colspan='2' | [[Medical Tend Speed]] |
|- | |- | ||
! Base !! Mech Boosted | ! Base !! Mech Boosted | ||
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|} | |} | ||
− | + | ===Abilities=== | |
+ | {{Image wanted|section=1|reason=Gizmo icons}} | ||
+ | When drafted, paramedics are capable of long jumping to any tile within a 15 tile radius, outside a 6 tile radius and within [[line of sight]]. Therefore, it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. There is a short {{ticks|30}} warm-up before jumping. It cannot be hurt mid-jump, even by explosions directly under it, but can still get hit during a short warm-up before jumping. There is a {{ticks|480}} cooldown after each jump.{{Check Tag|Verify}} This ability can be used twice, then has an 8 game-hour cooldown. Unlike regular movement, the long jump can both be initiated and land outside of the [[mechanitor]]'s command radius, with no restrictions so long as the mechanitor is not [[downed]]. | ||
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+ | They also have the ability to release a 3.5-tile radius burst of [[firefoam]] on command, putting out [[fire]]s, preventing the spread of other fires, and reducing the [[flammability]] of pawns in the area to 0%. It takes {{ticks|30}} to deploy, but then has a {{ticks/gametime|300000}} cooldown. | ||
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+ | == Analysis == | ||
+ | Paramedics work slowly without a [[mech booster]], so are often a poor choice to tend pawns in imminent danger of bleeding out. Although work speed can be increased (see [[Mechanoid creation#Work Speed|Mechanoid Work Speed]]), a healthy pawn with high Medical skill will always be superior in all of: tend speed, tend quality, and surgery success. When triaging situations where numerous pawns are in need of medical attention, assign superior doctors for critical cases, leaving the paramedic for less dire cases. | ||
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+ | Regardless of this major drawback, Paramedics do have some advantages over human doctors. They do not suffer from mental breakdowns, are immune to illnesses that human doctors are susceptible to, and only 'sleep' for 24 hours out of every 6 days. They will help keep things manageable whenever a large group of pawns are injured or sick. If no doctors are above Medical 10, Paramedics can do surgeries for your colony with reasonable reliability. For day-to-day life, paramedics are capable of feeding prisoners and resting patients, saving time for your active colonists. | ||
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+ | You may want to group the paramedic with other combat mechanoids, keeping them dormant until a combat situation or disease outbreak occurs. Note that the mechanitor must be conscious to change Work Modes, so solo mechanatiors should keep paramedics active, and consider having more than one. | ||
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+ | With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting and rescuing pawns from situations involving heat that would wound others. | ||
== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
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* [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping. | * [[Version/1.4.3541|1.4.3541]] - Fix: Paramedic mechs can't carry pawns while jumping. | ||
* [[Version/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice. | * [[Version/1.4.3542|1.4.3542]] - Fix: Paramedic mechs can't carry pawns while jumping. It is unknown why this fix was/had to be implemented twice. | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |