Talk:Medi-Kit (TFTD)

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Revision as of 08:18, 7 September 2012 by Spike (talk | contribs) (→‎Comparison with EU Medi-Kit: new section)
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Note that the Medikit can also be used to revive the morale of uninjured aquanauts as well. You just give them a shot of the pain killer.4th Cuirassier 09:52, 10 January 2011 (EST)

Comparison with EU Medi-Kit

At the time of TFTD, the EU Medi-Kit is forty years old. The challenge for X-Com in the TFTD time frame is to quickly develop a Medi-Kit that can operate underwater, at high pressure, performing quick and thorough internal diagnosis, life saving invasive surgery and drug/nutrient infusion on critically injured personnel who are themselves also underwater, at high pressure, in pressurised suits, without compromising the suit or the patient's viability. A tall order and a problem that needs to be solved quickly. We can assume that, prior to detection of the undersea alien menace, there has been little or no precedent of undersea infantry combat to spur development of a sub-aqua Medi-Kit. This explains why additional research effort is needed.

We can take it for granted that the TFTD Medi-Kit incorporates all the functions of earlier, land-based Medi-Kits.

What is more difficult to explain is why X-Com bases in TFTD are not equipped with EU-era Medi-Kits at the beginning of the game. There is no reason why EU-era Medi-Kits could not be used for land missions (Port, Shipping Lane, Island) as well as for Base Defence.

A possible solution would be to begin the game with Medi-Kits available for purchase, and probably with some already in Inventory, but with the "works underwater" flag set to No. IF this flag is checked, or can be made to be checked, for a Medi-Kit. The research project of TFTD Medi-Kit would then have the effect of setting the flag to Yes.