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:
- Bandaging - Stop bleeding and stabilize wounded players
- Revival - Bring incapacitated teammates back to the fight
- Healing - Restore health to damaged body parts
Design Goals:
- Medic role is essential and rewarding
- Players understand their medical state intuitively
- Medical actions require tactical decision-making
- System scales from solo play to coordinated squad operations
- Performance-friendly for 32v32 combat
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:
- Head damage is lethal - headshots at 0 HP result in immediate death (no revival)
- Torso damage at 0 HP causes incapacitation (player can be revived)
- Limb damage reduces combat effectiveness but does not cause incapacitation
- Each body part bleeds independently
2.2 Player States
Healthy (All body parts > 0 HP)
- Full combat capability
- Can sprint, aim accurately, move at full speed
- All actions available
Wounded (One or more body parts damaged)
- Visual feedback: Blood effects, screen vignette intensity based on damage
- Audio feedback: Heavy breathing, groaning based on pain level
- Functional penalties based on damaged body part:
- Arms: +25% weapon sway per damaged arm
- Legs: -20% movement speed per damaged leg
- Torso: -10% stamina regeneration
Bleeding (Active bleed on any body part)
- HP drains over time from affected body part
- Bleeding rate: 2-10 HP per second (based on wound severity)
- Blood trail visible to other players
- Screen desaturation effect increases with blood loss
- Critical bleeding (>5 HP/s) shows pulsing red screen edge
- Death occurs when torso or head reaches 0 HP
Incapacitated (Torso reaches 0 HP)
- Cannot move, shoot, or use items
- Can communicate via voice (reduced volume)
- Can see surroundings (reduced vision radius)
- Bleeds out in 120 seconds without medical intervention
- Bleedout timer visible to nearby teammates
- Can be revived by any player with appropriate medical supplies
Dead
- Headshot death: No revival possible
- Bleedout death: Exceeded incapacitation timer
- Must respawn at designated spawn point
- Body ragdolls and remains for 30 seconds (visual confirmation)
3. Injury & Bleeding System
3.1 Wound Types
Light Wound
- Caused by: Pistol rounds, shrapnel (distance >20m), grazing hits
- Bleeding rate: 2 HP per second
- Requires: 1 bandage to stop bleeding
Moderate Wound
- Caused by: Rifle rounds, close shrapnel (distance 10-20m), fall damage
- Bleeding rate: 5 HP per second
- Requires: 2 bandages to stop bleeding
Severe Wound
- Caused by: High-caliber rounds, direct explosion, vehicle collision
- Bleeding rate: 10 HP per second
- Requires: 3 bandages to stop bleeding
- Visual: Heavy blood spurt effect, large blood pool
3.2 Multiple Wounds
- Each body part can have multiple active wounds
- Bleeding rates stack (e.g., 2 moderate wounds = 10 HP/s total)
- Bandaging addresses one wound at a time (most severe first)
- Maximum 3 wounds per body part before bleedout is inevitable without immediate treatment
3.3 Pain System
Pain Threshold:
- Pain accumulates based on damage taken (not current HP)
- Pain level: 0-100 (increases with damage, decreases slowly over time)
- Effects begin at Pain > 30
Pain Effects:
- 30-50 Pain: Slight vision blur, minor aim sway increase (+10%)
- 50-75 Pain: Moderate vision blur, significant aim sway (+25%), occasional screen flash
- 75-100 Pain: Severe vision blur, extreme aim sway (+50%), frequent screen flash, movement speed -10%
Pain Management:
- Pain naturally decreases at 5 points per minute
- Morphine (medic only) instantly reduces pain by 50 points
- Morphine lasts 5 minutes, provides complete pain suppression
4. Medical Items & Actions
4.1 Bandages
Field Dressing (Standard Bandage)
- Availability: All players carry 2 bandages
- Application time: 5 seconds
- Effect: Stops one active bleed on target body part
- Animation: A_C_Bandage / A_I_Bandage
- Usage: Can self-apply or apply to teammate
- Resupply: Ammo caches, medical vehicle, medic supply drop
How Bandaging Works:
- Approach wounded player (or self-treat)
- Select bandage from inventory
- Target specific body part showing bleed icon
- Hold interaction key for 5 seconds
- Bandage applied - one bleed stopped
Tactical Considerations:
- Vulnerable during application (cannot move, weapon lowered)
- Prioritize severe bleeds first (automatically targets worst bleed)
- Can bandage while prone or behind cover
- Squad callouts: “Bandaging!” voice line plays automatically
4.2 Medical Kit
Personal Medical Kit
- Availability: Medic role only (starts with 1, can carry 2 maximum)
- Application time: 10 seconds per body part
- Effect: Restores 50 HP to selected body part
- Animation: A_C_MedicalKit / A_I_MedicalKit
- Usage: Teammate only (cannot self-heal with medical kit)
- Charges: 6 uses per kit (one per body part for one full heal)
- Resupply: Medical vehicle, main base medical facility
Healing Mechanics:
- Must stop all bleeding on body part before healing can begin
- Healing is channeled - interruption cancels and wastes charge
- Partial healing not possible (full 10 seconds or nothing)
- Cannot heal dead players
- Can heal incapacitated players to stabilize before revival
Field Limitations:
- Maximum field heal: 50 HP per body part
- Full heal (100 HP) requires:
- Medical facility (permanent structure)
- Medical vehicle (mobile ambulance)
- MASH tent (medic deployable)
4.3 Revival Items
Epinephrine Auto-Injector
- Availability: Medic role only (starts with 2)
- Application time: 8 seconds
- Effect: Revives incapacitated player to 50 HP (torso only)
- Animation: A_C_Epinephrine / A_I_Epinephrine
- Usage: Incapacitated teammates only
- Resupply: Medical vehicle, main base medical facility
Revival Process:
- Approach incapacitated player
- All critical bleeds must be bandaged first
- Select epinephrine from inventory
- Channel for 8 seconds
- Player revived at 50 HP torso, all limbs at last known HP
- Revived player has 10 second “grace period” with -50% incoming damage
Revival Restrictions:
- Cannot revive headshot deaths (instant death, no incap state)
- Cannot revive if bleedout timer expired
- Must bandage torso bleeds before revival possible
- Revived player cannot sprint for 5 seconds (recovery period)
4.4 Pain Management
Morphine Auto-Injector
- Availability: Medic role only (starts with 3)
- Application time: 3 seconds
- Effect: Instantly reduces pain by 50 points, prevents pain accumulation for 5 minutes
- Animation: A_C_Morphine / A_I_Morphine
- Usage: Self or teammate
- Resupply: Medical vehicle, main base medical facility
Morphine Mechanics:
- Provides immediate combat effectiveness restoration
- Does not heal damage, only suppresses pain effects
- Duration: 5 minutes
- Can be applied preemptively before engagement
- Overdose: Using 3+ morphine within 10 minutes causes 5-second unconsciousness (rare)
5. Medical Animations
All medical actions feature dedicated character and item animations for visual clarity and immersion.
5.1 Medical Item Animations
Bandaging:
A_C_Bandage- Character wraps bandage around body partA_I_Bandage- Bandage item unwrapping and application- Duration: 5 seconds
- Can be performed prone, crouched, or standing
Medical Kit:
A_C_MedicalKit- Character opens medical bag, applies suppliesA_I_MedicalKit- Medical supplies being retrieved and used- Duration: 10 seconds
- Requires medic to kneel beside patient
Epinephrine:
A_C_Epinephrine- Character administers auto-injector to torsoA_I_Epinephrine- Auto-injector device activation- Duration: 8 seconds
- Dramatic revival animation on success
Morphine:
A_C_Morphine- Quick injection to thigh/armA_I_Morphine- Auto-injector usage- Duration: 3 seconds
- Fast application for combat situations
5.2 Animation Interruption
- All medical animations can be interrupted by:
- Taking damage
- Movement input (intentional cancel)
- Entering vehicle
- Player death
- Interrupted actions consume the item but provide no benefit
- Revival interruption is particularly costly (wastes epinephrine)
6. Medic Role
6.1 Medic Loadout
Starting Equipment:
- 6x Field Dressings (standard bandages)
- 1x Personal Medical Kit (6 charges)
- 2x Epinephrine Auto-Injectors
- 3x Morphine Auto-Injectors
- 1x Smoke Grenade (for medical cover)
Weight Considerations:
- Medical supplies add 8kg to loadout
- Reduced ammunition capacity (3 magazines vs. 6 for rifleman)
- Cannot carry heavy weapons
- Faster sprint speed than other roles (+5%) for medical emergencies
6.2 Medic Abilities
Medical Triage HUD
- Medic can see wounded player indicators through walls (within 50m)
- Wounded players show:
- Health bar above nameplate
- Bleed severity indicator (pulsing red)
- Incapacitation status (grey icon)
- Allows medic to prioritize critical patients
Supply Resupply
- Medic can resupply bandages to teammates
- Transfer action: 3 seconds, gives 2 bandages to teammate
- Medic must have at least 4 bandages to share
MASH Deployment (Advanced Feature)
- Medic can deploy Mobile Army Surgical Hospital (MASH)
- Requires: Medical vehicle within 25m
- Deployment time: 45 seconds
- Effect: Creates field hospital with full healing capability
- Capacity: 2 players simultaneously
- Duration: Permanent until destroyed or manually packed
- Destruction: 500 HP, destroyed by explosives or sustained fire
7. Medical Facilities
7.1 Permanent Medical Facilities
Main Base Hospital
- Location: Team main spawn base
- Capacity: 8 players simultaneously
- Healing rate: Instant full heal on all body parts
- Free access: No supply cost
- Resupply station for all medical items
Captured Field Hospital
- Location: Designated capture points on map
- Capacity: 4 players simultaneously
- Healing rate: 10 HP per second (10 seconds for full heal)
- Requires: Friendly control of capture point
- Limited resupply: Bandages only
7.2 Mobile Medical Assets
Medical Vehicle (Ambulance)
- Deployed by commander or spawned at motor pool
- Driver + 3 passengers
- Interior healing zone: 50 HP per body part maximum
- Exterior resupply point for all medical items
- HP: 800 (light armor, vulnerable to small arms)
- Speed: Fast (80 km/h), good off-road capability
MASH Tent (Medic Deployable)
- Deployed by medic role only
- Requires medical vehicle proximity
- Provides full healing (100 HP per body part)
- Capacity: 2 players simultaneously
- Healing rate: 5 HP per second (20 seconds for full heal)
- Destructible: 500 HP structure
- Visible on tactical map to teammates
8. Medical Tactics & Strategies
8.1 Casualty Priorities
Triage System (Medic Decision Making):
- Immediate (Red) - Incapacitated with <30 seconds bleedout remaining
- Priority: Immediate bandage + revival
- Risk: High - may lose patient if delayed
- Urgent (Yellow) - Severe bleeding (>5 HP/s), still conscious
- Priority: Bandage severe bleeds to prevent incapacitation
- Risk: Medium - will become Immediate if untreated
- Delayed (Green) - Light/moderate wounds, functional
- Priority: Bandage when safe, low urgency
- Risk: Low - can wait for lull in combat
- Expectant (Black) - Headshot death, bleedout timer expired
- Priority: None - cannot be saved
- Action: Move to next patient
8.2 Medical Tactics
“Combat Medic” Playstyle:
- Stay 10-15m behind frontline infantry
- Use smoke grenades to create medical cover
- Prioritize squad members over distant teammates
- Call out medical status: “Two down, need cover!”
- Coordinate with Squad Leader for rally point safety
“Trauma Surgeon” Playstyle:
- Operate from MASH tent or medical vehicle
- Create backline triage station
- Radio calls for wounded to fall back to medical position
- Maximum healing efficiency, minimum combat exposure
- Defend medical facility as priority target
Squad Medical Coordination:
- Buddy system: Pairs watch each other’s health
- Self-bandaging reduces medic workload
- Call “Medic!” voice command (automatic on incapacitation)
- Drop smoke for medic approach vectors
- Cover medic during revival channeling
9. Balance & Tuning
9.1 Time-to-Kill vs. Time-to-Heal
Design Intent:
- TTK (Time to Kill): 0.5-2 seconds for skilled players
- Time to Stabilize: 5-15 seconds (bandaging)
- Time to Revival: 8 seconds (epinephrine)
- Time to Full Heal: 10 seconds (medical kit in field), 20 seconds (MASH)
Tuning Philosophy:
- Fast enough to keep combat flowing
- Slow enough to create tactical vulnerability
- Rewards coordinated squad protection during medical treatment
9.2 Medical Supply Economy
Supply Sources:
- Starting loadout (sufficient for 1-2 casualties)
- Ammo cache resupply: Bandages only
- Medical vehicle: Full resupply, no cost
- Main base: Full resupply, no cost
Supply Costs (Capital Warfare Mode):
- Personal Medical Kit: $50 (medic purchase)
- Epinephrine: $75 (medic purchase)
- Morphine: $25 (medic purchase)
- Bandages: Free (unlimited resupply)
- Medical Vehicle spawn: $2,000 (team capital)
9.3 Death Penalties
Respawn System:
- Death timer: 15 seconds base
- Spawn location: Rally point, FOB, or main base
- Equipment: Respawn with last selected loadout
- Penalty: Team loses $25 capital per death (Capital Warfare)
Revival vs. Respawn:
- Revival saves team capital and maintains squad position
- Revived player returns to combat immediately at reduced HP
- Encourages risk-taking for medic players
- Rewards squads that protect their medic
10. UI & Feedback
10.1 Player HUD Elements
Health Display:
- Body part diagram in lower right corner
- Color-coded HP per body part:
- Green: >75% HP
- Yellow: 50-75% HP
- Orange: 25-50% HP
- Red: <25% HP
- Grey: 0 HP (incapacitated)
- Bleed indicators: Pulsing red droplet icon on bleeding body parts
- Pain meter: Horizontal bar above health display
Medical Action Feedback:
- Progress bar for bandaging/healing/revival actions
- Text notification: “Bandaging left leg…” (2/3 bleeds stopped)
- Audio cues: Bandage tearing, medical kit rustling, injector click
- Teammate notification: “Medic is treating you” (5 seconds remaining)
10.2 Medic-Specific HUD
Triage Overlay:
- Wounded players highlighted through walls (50m range)
- Health percentage displayed above nameplate
- Color-coded urgency:
- Red: Incapacitated or critical bleeding
- Yellow: Wounded, moderate bleeding
- Green: Minor wounds
- Distance to patient in meters
- Bleedout timer (incapacitated patients only)
Supply Tracking:
- Medical inventory always visible in corner of screen
- Numeric count for each item type
- Flashing indicator when supplies low (<2 bandages, <1 epinephrine)
11. Performance Considerations
11.1 Network Optimization
Health Replication:
- Body part HP replicated at 5 Hz (every 200ms)
- Bleed status replicated at 2 Hz (every 500ms)
- Medical action events: Reliable RPC calls
- Bandwidth per player: ~0.5 KB/s for medical system
11.2 Animation System
LOD (Level of Detail) for Medical Animations:
- Full animation: <10m from camera
- Simplified animation: 10-30m from camera
- No animation (instant effect): >30m from camera
Performance Targets:
- Medical animations: Max 2ms CPU time per frame
- Blood particle effects: Max 500 active particles
- Health UI updates: Max 1ms CPU time per frame
12. Future Expansion
Post-MVP Features (Not in Initial Release):
12.1 Advanced Wound System
- Fractures (limb immobilization, requires splint)
- Internal bleeding (not visible, requires diagnosis)
- Infection mechanic (long-duration wounds without treatment)
12.2 Medical Specializations
- Combat Lifesaver (basic medic for non-medic roles)
- Paramedic (advanced revival capabilities)
- Field Surgeon (can perform complex procedures at MASH)
12.3 Additional Medical Items
- Splints (fracture treatment)
- IV Saline (blood volume restoration)
- Chest Seals (punctured lung treatment)
- Tourniquets (limb-specific severe bleed control)
12.4 Medical Vehicle Variants
- Armored ambulance (better protection, slower)
- Medical UTV (fast extraction, light capacity)
- Medical helicopter (aerial evacuation)
Design Philosophy for Expansion:
- Add complexity only after core medical loop is proven fun
- Maintain 60 FPS performance target
- Keep medic role accessible to new players
- Avoid “sim” complexity that slows gameplay
Document Changelog
- v1.0 (Nov 2025): Initial medical system design
- Core focus: Bandage, revive, heal
- Simplified from ACE Medical references
- Omitted cardiovascular/cardiac arrest complexity
- Aligned with BattleSpace MVP scope