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BattleSpace - Medical System

Version: 1.0
Last Updated: November 2025
Design Philosophy: Engaging tactical medical gameplay without excessive complexity


1. System Overview

The BattleSpace medical system balances tactical depth with accessibility, creating meaningful medic gameplay without overwhelming players. The system focuses on three core pillars:

  1. Bandaging - Stop bleeding and stabilize wounded players
  2. Revival - Bring incapacitated teammates back to the fight
  3. Healing - Restore health to damaged body parts

Design Goals:


2. Health System

2.1 Hit Zone System

Players have six distinct body parts, each with independent health pools:

Body Part Health Pool Death Threshold Functionality Impact
Head 100 HP Instant death at 0 HP Vision blur below 50 HP
Torso 100 HP Incapacitation at 0 HP
Left Arm 50 HP Weapon sway penalty
Right Arm 50 HP Weapon sway penalty
Left Leg 50 HP Movement speed penalty
Right Leg 50 HP Movement speed penalty

Key Mechanics:

2.2 Player States

Healthy (All body parts > 0 HP)

Wounded (One or more body parts damaged)

Bleeding (Active bleed on any body part)

Incapacitated (Torso reaches 0 HP)

Dead


3. Injury & Bleeding System

3.1 Wound Types

Light Wound

Moderate Wound

Severe Wound

3.2 Multiple Wounds

3.3 Pain System

Pain Threshold:

Pain Effects:

Pain Management:


4. Medical Items & Actions

4.1 Bandages

Field Dressing (Standard Bandage)

How Bandaging Works:

  1. Approach wounded player (or self-treat)
  2. Select bandage from inventory
  3. Target specific body part showing bleed icon
  4. Hold interaction key for 5 seconds
  5. Bandage applied - one bleed stopped

Tactical Considerations:

4.2 Medical Kit

Personal Medical Kit

Healing Mechanics:

Field Limitations:

4.3 Revival Items

Epinephrine Auto-Injector

Revival Process:

  1. Approach incapacitated player
  2. All critical bleeds must be bandaged first
  3. Select epinephrine from inventory
  4. Channel for 8 seconds
  5. Player revived at 50 HP torso, all limbs at last known HP
  6. Revived player has 10 second “grace period” with -50% incoming damage

Revival Restrictions:

4.4 Pain Management

Morphine Auto-Injector

Morphine Mechanics:


5. Medical Animations

All medical actions feature dedicated character and item animations for visual clarity and immersion.

5.1 Medical Item Animations

Bandaging:

Medical Kit:

Epinephrine:

Morphine:

5.2 Animation Interruption


6. Medic Role

6.1 Medic Loadout

Starting Equipment:

Weight Considerations:

6.2 Medic Abilities

Medical Triage HUD

Supply Resupply

MASH Deployment (Advanced Feature)


7. Medical Facilities

7.1 Permanent Medical Facilities

Main Base Hospital

Captured Field Hospital

7.2 Mobile Medical Assets

Medical Vehicle (Ambulance)

MASH Tent (Medic Deployable)


8. Medical Tactics & Strategies

8.1 Casualty Priorities

Triage System (Medic Decision Making):

  1. Immediate (Red) - Incapacitated with <30 seconds bleedout remaining
    • Priority: Immediate bandage + revival
    • Risk: High - may lose patient if delayed
  2. Urgent (Yellow) - Severe bleeding (>5 HP/s), still conscious
    • Priority: Bandage severe bleeds to prevent incapacitation
    • Risk: Medium - will become Immediate if untreated
  3. Delayed (Green) - Light/moderate wounds, functional
    • Priority: Bandage when safe, low urgency
    • Risk: Low - can wait for lull in combat
  4. Expectant (Black) - Headshot death, bleedout timer expired
    • Priority: None - cannot be saved
    • Action: Move to next patient

8.2 Medical Tactics

“Combat Medic” Playstyle:

“Trauma Surgeon” Playstyle:

Squad Medical Coordination:


9. Balance & Tuning

9.1 Time-to-Kill vs. Time-to-Heal

Design Intent:

Tuning Philosophy:

9.2 Medical Supply Economy

Supply Sources:

Supply Costs (Capital Warfare Mode):

9.3 Death Penalties

Respawn System:

Revival vs. Respawn:


10. UI & Feedback

10.1 Player HUD Elements

Health Display:

Medical Action Feedback:

10.2 Medic-Specific HUD

Triage Overlay:

Supply Tracking:


11. Performance Considerations

11.1 Network Optimization

Health Replication:

11.2 Animation System

LOD (Level of Detail) for Medical Animations:

Performance Targets:


12. Future Expansion

Post-MVP Features (Not in Initial Release):

12.1 Advanced Wound System

12.2 Medical Specializations

12.3 Additional Medical Items

12.4 Medical Vehicle Variants

Design Philosophy for Expansion:


Document Changelog