Feature #15931

Reintroduce tournique, splint, plasma, and largebandage

Added by Sickboy over 6 years ago. Updated almost 6 years ago.

Status:Closed Start date:12/14/2010
Priority:Normal Due date:
Assignee:- % Done:


Target version:-
Component:sys_wounds Affected Version:
Close Reason:


  • Large bandage: Treat all 4 hitpoints
  • Splint: ?
  • Plasma: Restore bloodloss. So bandages should only stop bleeding, Plasma restores loss.
  • Tournique: Apply pressure to the wound, and reduce bloodloss.

Associated revisions

Revision 4c2ee2e6
Added by rocko over 6 years ago

~ADDED: Large bandages available in medical gear. They are more effective than bandages, refs #15931, refs #15880, refs #7995
~CHANGED: Bandages do not fully stop bleeding, but reduce bloodloss, resulting in more bandages needed to apply to fully stop a bleeding (alternative use the large bandages for more effect)


Updated by Sickboy over 6 years ago

  • Subject changed from Reintroduce splint, plasma, and largebandage to Reintroduce tournique, splint, plasma, and largebandage

Updated by VKing over 6 years ago

Reduced vision if you have lost a lot of blood, fixed with plasma?
Splint should restore walking but not damage and be fairly quick, constrast to medkits.

What would the practical difference be between bandages and tourniquet?

Updated by Silly over 6 years ago

Splint when you can not get up :)

Updated by beta over 6 years ago

Tourniquets are used to stop major bleeding (ie: from an artery). You cannot stop arterial bleeding with a bandage.

Updated by Marksman over 6 years ago

A module to select this or the actual "medikit" would be nice.

Updated by Sickboy over 6 years ago

  • Target version changed from 1.8 to 1.9

Updated by Sickboy over 6 years ago

  • Assignee deleted (Sickboy)
  • Target version deleted (1.9)

Updated by gmt2001 over 6 years ago

Splint should allow walking only at a slightly slower speed if your legs were shot. Good to hold over until you can get healed by a medic with medkit

Updated by rocko over 6 years ago

  • Status changed from Assigned to In progress
  • Target version set to 1.11
  • % Done changed from 0 to 80

Large bandage added.
The reduce overall BLOODLOSS and are more effective than bandages.

Splint would possibly become an alternative to "Help xx walking" plus forceWalk on the player.

Tourniquets and plasma, IFV are system overkill.

Updated by TheCapulet over 6 years ago

I could see tourniquets as a really cool feature, due to the fact that they are inherently made 'on the fly'. With a proper field medical kit, a medic would never use a tourniquet to stop bleeding, since he'd have tools better suited to stopping and repairing arterial wounds.

But a common soldier could scrounge up the materials to make a tourniquet in a few seconds in just about any environment. This giving a medic time to arrive on scene and do it properly, or to get him back to base/a field hospital.

Updated by jealco over 6 years ago

@TheCapulet - actually, tourniquets are the main method of stopping arterial bleeds. soldiers and marines are now issued a CAT (Combat Application Tourniquet) that can be applied one-handed if need be. the only other method we had to stop arterial bleeds in the field was quik-clot, but its use was dangerous (not to mention the extra work of getting it back OUT of the wound in the rear, so it could be properly treated.)

all marines and soldiers are trained in the use of tourniquets, and quite a few aside from medics/corpsmen also receive training on IV's, oral and nasal airways, and various other tidbits.

as for gameplay...honestly, i think the plasma/tourniquets are overkill. currently (as far as i know) there is no way to differentiate between bleeding and arterial bleeding. the bandages are more than enough.

Updated by TheCapulet over 6 years ago

I guess what I was trying to get across is how it'd be cool to have different effects for emergency or improvised tourniquets and the better equipment that a medic would have in the way of the safer CATs and wide cuff tourniquets. Emergency tourniquets could be used by any unsupplied soldier, instead of requiring specific supplies to use.

And obviously, with the current system, there'd be no point. Because as you say, there's no difference in the current system; bleeding is bleeding. But I imagine if it was introduced, there would be an introduction of bleeding types as well.

I guess what I'd really like to see is more improvised medical possibilities. Such as being able to improvise bandages with tape and a relatively clean flat piece of anything to seal up open wounds, elevating certain parts of the body to reduce blood loss while waiting for a medevac, and other things like that.

I feel like this would make the battlefield a ton more dynamic when in instances of your medic getting gibbed by a tank round at the last objective or something crazy like that.

Updated by rye over 6 years ago

If any ACE dev wants to, check out the ACE_wounding improvement pdf's Bushtucka sent to Sandiford. All kinds of ideas.

Updated by rocko about 6 years ago

  • Target version changed from 1.11 to 395

Updated by rocko almost 6 years ago

  • Target version changed from 395 to Planned (Needs Contributors)

Updated by rocko almost 6 years ago

  • Status changed from In progress to Closed
  • Target version deleted (Planned (Needs Contributors))
  • % Done changed from 80 to 100

Already partially resolved in previous ACE releases. Rest of this ticket is too unspecific in regards to CAT, Plasma and IFV.

CAT feature continues here: http://dev-heaven.net/issues/20290

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