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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 == | ||
− | + | As mechanoids, paramedics are immune to [[fire]], toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by [[EMP]] attacks and will "adapt" for {{Ticks|2200}}, rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining [[raid points]], but still contribute towards wealth. | |
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− | + | ===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 resurected 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 naturally move slower than a human. | |
− | Paramedics will do | ||
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− | They have a base [[Global Work Speed]] of 50% and | ||
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− | + | ===Abilities=== | |
+ | When drafted, paramedics have the ability to long jump up to 16 tiles away. It 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]]. | ||
− | + | They also have access to a [[firefoam pop pack]] equivalent. It takes {{ticks|30}} to deploy, but then has a 5 day cooldown. | |
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== Analysis == | == 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. | |
− | Paramedics work slowly without a [[mech booster]] | ||
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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. | 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. | ||
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== Health == | == Health == | ||
− | + | Specify body type when known. | |
− | {{Animal Health Table | + | {{Animal Health Table}} |
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== Version history == | == Version history == | ||
* [[Biotech DLC]] Release - Added. | * [[Biotech DLC]] Release - Added. | ||
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{{nav|mechanoid|wide}} | {{nav|mechanoid|wide}} | ||
[[Category:Mechanoids]] | [[Category:Mechanoids]] |