Editing Paramedic
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 26: | Line 26: | ||
| research = High mechtech | | research = High mechtech | ||
| production facility 1 = Mech gestator | | production facility 1 = Mech gestator | ||
− | |||
| resource 1 = Steel | | resource 1 = Steel | ||
| resource 1 amount = 100 | | resource 1 amount = 100 | ||
Line 33: | Line 32: | ||
}} | }} | ||
A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances. | A '''paramedic''' is a [[mechanoid]] added by the [[Biotech DLC]] that can perform doctoring duties, fight fires, and jump long distances. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
== Summary == | == Summary == | ||
− | {{Stub|section=1|reason= What can and can't they be ordered to do while drafted}} | + | {{Stub|section=1|reason=What can and can't they be ordered to do while drafted}} |
{{Mechanoid Summary}} | {{Mechanoid Summary}} | ||
− | |||
− | |||
=== Combat === | === Combat === | ||
− | + | Paramedis can only make melee attacks. They have a [[melee hit chance]] of 62%, equivalent to a pawn with a [[Melee]] skill of 4. | |
As mechs can't be tended to, paramedics are never found in mechanoid [[raid]]s. | As mechs can't be tended to, paramedics are never found in mechanoid [[raid]]s. | ||
− | + | ==As an ally== | |
+ | Paramedics are light mechanoids, and require [[Research#{{P|Required Research}}|{{P|Required Research}}]] to be researched. They are created from a standard [[mech gestator]] with {{Required Resources}}, taking up 1 [[bandwidth]] from a [[mechanitor]]. They take 1800 [[ticks]] to initially craft, and then it must gestate for 1 [[gestation cycle]]. A dead paramedic can be resurrected for {{icon small|steel}} 25 [[steel]] and 1 gestation cycle so long as the corpse is extant. | ||
+ | |||
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. | ||
Line 59: | Line 53: | ||
===Abilities=== | ===Abilities=== | ||
+ | {{Image wanted|section=1|reason=Gizmo icons}} | ||
When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge. | When drafted, paramedics are capable of long jumping. This ability can be used twice, then has an 8 game-hour cooldown per charge. | ||
*It can jump to any tile in [[line of sight]] and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. | *It can jump to any tile in [[line of sight]] and within a 15 tile radius, but outside a 6 tile radius. This means it can jump over [[rock chunk]]s and [[fence]]s, but not [[wall]]s. | ||
Line 66: | Line 61: | ||
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. It has no reload cost, but has a {{ticks/gametime|300000}} cooldown. | 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. It has no reload cost, but has a {{ticks/gametime|300000}} cooldown. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
== Analysis == | == Analysis == | ||
− | |||
Paramedics work slowly without a [[mech booster]]. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost ''any'' human doctor for patients who are critically [[Blood loss|bleeding out]], and paramedics for the rest. | Paramedics work slowly without a [[mech booster]]. For reference, a skill 2 pawn is faster than a base paramedic, and skill 6 is faster than a mech-boosted paramedic. When triaging situations with multiple bleeding pawns, send almost ''any'' human doctor for patients who are critically [[Blood loss|bleeding out]], and paramedics for the rest. | ||
In any tending situation, paramedics have 3 main advantages: | In any tending situation, paramedics have 3 main advantages: | ||
*Paramedics do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken or disable human doctors. | *Paramedics do not suffer from [[mental break]]s, can never get [[disease]]s, and will rarely get wounded - all factors that can weaken or disable human doctors. | ||
− | *Paramedics are an extra hand | + | *Paramedics are an extra hand - when you need a lot of things tended, mechs won't get in the way of your best doctors. |
*Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed. | *Paramedics only 'sleep' for 24 hours out of every 6 working days, and can be turned off and on when needed. | ||
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 mechanitors should keep paramedics active, and consider having more than one. | 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 mechanitors should keep paramedics active, and consider having more than one. | ||
Line 103: | Line 92: | ||
<!--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 | ||
Line 126: | Line 115: | ||
== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
== Gallery == | == Gallery == | ||
Line 144: | Line 133: | ||
* [[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. | ||
− | |||
{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |