{"data":{"id":16671,"title":"The Shipyard: Medical Gameplay","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16671-The-Shipyard-Medical-Gameplay","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16671","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16671","channel":"Undefined","category":"Undefined","series":"Concept Ship Q&A","images":[{"id":7143,"name":"RSI_Apollo_medevac_v01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/igz05do2rrv3jr\/source\/RSI_Apollo_medevac_v01.jpg","alt":"","size":99089,"mime_type":"image\/jpeg","last_modified":"2018-07-20T14:17:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7143","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7143\/similar"},{"id":7144,"name":"Limbdamage.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/v37p86k82o6mtr\/source\/Limbdamage.png","alt":"","size":42006,"mime_type":"image\/png","last_modified":"2018-07-20T14:04:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7144","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7144\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":25130,"name":"Shipyard.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wmpplo0g8caggr\/source\/Shipyard.png","alt":"","size":63421,"mime_type":"image\/png","last_modified":"2017-10-16T23:02:43+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25130\/similar"},{"id":26776,"name":"Top-Light-Blue.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pqm85sh451j8jr\/source\/Top-Light-Blue.png","alt":"","size":949,"mime_type":"image\/png","last_modified":"2017-10-09T19:52:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26776\/similar"},{"id":26779,"name":"Bottom-Line.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ez00a9axpk7gyr\/source\/Bottom-Line.png","alt":"","size":953,"mime_type":"image\/png","last_modified":"2017-10-09T19:53:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26779\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"},{"id":42313,"name":"Center-Bcg.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rk76xsup1z4ier\/source\/Center-Bcg.png","alt":"","size":0,"mime_type":"undefined","last_modified":"1970-01-01T00:00:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42313\/similar"}],"images_count":25,"translations":{"en_EN":"Medical Gameplay How It Works Today and What\u2019s in Store for the Future\n\n\nFollowing the vision for life and death mechanics detailed in Death of a Spaceman, and the announcement of the new RSI Apollo medical ship, this design post will bring details and clarification about what future medical gameplay will entail. While some elements have evolved from the manifesto written a few years ago, it is still very much the basis for how players will experience injury and death in the persistent universe, so is still a relevant read.\n\nRead the original Death of a Spaceman (Feb 2013).\n\nTaking care of injured players is one of the several non-combat oriented careers in Star Citizen and is an important element in building a believable universe. It\u2019s crucial for us to make it a fun and impactful part of the game.\n\nHow Health Works in Alpha 3.2\nIn Alpha 3.2, we\u2019re using a damage system that consists of \u2018critical\u2019 and \u2018standard\u2019 limbs. Each limb has its own health pool alongside the player\u2019s global health. When a limb takes damage, both tick down and, if the global pool hits zero, the player dies.\n\nWhen a limb takes damage, it crosses through several states: Normal (blank) \u2192 Hurt (yellow) \u2192 Damaged (red) \u2192 Ruined (black)\n\nOnce a limb enters one of these states, it may implement a negative effect on the player. For example, if the head is damaged, the player\u2019s vision is blurred. If a leg is ruined, movement speed is reduced.\n\nThe head and the torso are both \u2018critical\u2019 limbs \u2013 if the health of either of these reaches zero, the player dies immediately. If other limbs are ruined but the global health pool is above zero, the player remains alive. If these limbs are shot further while ruined, they suffer no additional damage, but the global health pool continues to tick down.\n\nBleeding out can occur when shot, but it is commonly applied when a limb has been ruined. Bleeding out is a damage-over-time effect that continues to tick down the player\u2019s global health pool and only stops when the player heals or dies.\n\nCurrently, the only way to stop bleeding and heal is to use med-pens, which remove all negative effects and restore global and limb health to 100%. As it is, it\u2019s a pretty basic system that doesn\u2019t allow you to heal anyone but yourself, which is a big issue in terms of cooperative gameplay.\n\n\nGetting Healed in the Future\n\n\nIn the future, planet-side medical locations and medical ships will bring different tiers of healing to the universe:\n\nTier 1 \u2013 Recover from near-death experiences and fatal injuries.\n\nTier 2 \u2013 Recover from serious injuries, such as multiple limb bleed-outs or ruined limbs.\n\nTier 3 \u2013 Recover from minor injuries, such as limbs being damaged.\n\nWhile some injuries won\u2019t fully heal until the player has received the correct level of treatment, the more basic medical facilities will still be able to keep non-fatally injured players alive and stop bleeding. However, it\u2019s not recommended for any injured person to stay in a \u2018semi-injured\u2019 state for too long, as there will be consequences, such as reduced stamina. Staying in a damaged state for a long time will also make you weaker against further damage, so it should always be a priority to heal yourself as soon as possible to prevent future mishaps.\n\nWhile recovering health by yourself (respawning or recovering from basic injuries in a medical outpost) will cost less, it may not be the best way to heal yourself depending on the scenario. Calling someone for help via the beacon service will still cost a fee (varying on the severity and\/or the distance of the medical ship), but it may be the only way to fully recover from that injury.\n\nNew Mission Types\nFuture releases will include new missions centered around this more in-depth medical gameplay. Helping others is something that every player will be able to do to various degrees and with different rewards, but Medical ships naturally have an advantage for these missions.\n\nHere is a small selection of possible mission types:\n\nMedical Delivery\n\nDeliver medical supplies, organs, samples, and more. Naturally, this can be done with any ship with cargo capabilities, but a medical ship has the facilities to keep organic and medical cargo maintained for longer.\n\nRecovery\n\nFind injured people and heal them, or identify bodies and parts to help put together clues and uncover a wider story.\n\nRescue\n\nGo to a space station or heavily damaged ship to rescue people in an emergency situation. Survivors may have a variety of injuries, so while any ship with a seat can potentially fulfill the role, keeping patients alive for the return journey is where medical ships have an edge.\n\nAs is already the case in Alpha 3.2, the beacon system will also be used to notify you of any emergencies, be it from another player or automated through other means (NPC, mission, etc).\n\nArriving at the emergency location is not the only thing necessary to save lives, as you will also have to scan around you and sometimes even investigate a scene, as the injured person may have moved since the notification was sent.\n\n\nRespawning\nIn the near future, new respawn points will be introduced. Unlike the current system, dying or falling permanently unconscious in space or on a planet won\u2019t mean that you\u2019ll just respawn at your last visited location. Instead, you\u2019ll respawn at a nearby medical station or on a medical ship.\n\nBeing near a major location like Hurston will give you the option to respawn in their dedicated facility, but dying on a remote moon would only give you the option of smaller medical outposts. Having a medical ship in the vicinity allows you to respawn there providing a bed is available, but this is only for a limited amount of time before returning you elsewhere.\n\nAs mentioned in Death of a Spaceman, the goal is still to show how many deaths and respawns your character has experienced, and for that to have a somewhat persistent effect over time.\n\n\nDifferences Between Medical Ships\nWhile the newly announced RSI Apollo is the reason for this new design post, it is not the first medical ship we\u2019ve announced so far.\n\nThe two other ships we\u2019ve made for this career are not forgotten \u2013 in fact, all three provide distinct roles: The Apollo is a medium-sized clinic for uncharted regions, the Endeavor can be a complete hospital, and the Cutlass Red is a well-equipped ambulance and the entrance to the medical career. The player can graduate from one to another like other careers, or focus on perfecting using one. Like other roles, a ship might be more useful for specific missions, while another might play a wider role in the PU.\n\nIt\u2019s your choice to make.\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo Medical Gameplay Fuel Mechanics","de_DE":"Medizinisches Gameplay Wie es heute funktioniert und was f\u00fcr die Zukunft auf dem Spiel steht\n\n\nNach der Vision f\u00fcr die Lebens- und Todesmechanik, die in Death of a Spaceman beschrieben ist, und der Ank\u00fcndigung des neuen RSI Apollo Medizinschiffes, wird dieser Design-Post Details und Aufkl\u00e4rung dar\u00fcber bringen, was zuk\u00fcnftiges medizinisches Gameplay mit sich bringen wird. Obwohl sich einige Elemente aus dem vor einigen Jahren verfassten Manifest entwickelt haben, ist es immer noch die Grundlage daf\u00fcr, wie Spieler Verletzungen und Tod im persistenten Universum erleben werden, so dass es immer noch eine relevante Lekt\u00fcre ist.\n\nLies den Original-Tod eines Spaceman (Feb 2013).\n\nDie Betreuung verletzter Spieler ist eine der vielen nicht kampforientierten Karrieren in Star Citizen und ist ein wichtiges Element beim Aufbau eines glaubw\u00fcrdigen Universums. Es ist wichtig f\u00fcr uns, dass es ein lustiger und wirkungsvoller Teil des Spiels wird.\n\nWie Gesundheit in Alpha 3.2 funktioniert\nIn Alpha 3.2 verwenden wir ein Schadenssystem, das aus \"kritischen\" und \"normalen\" Gliedma\u00dfen besteht. Jedes Glied hat seinen eigenen Gesundheitspool neben der globalen Gesundheit des Spielers. Wenn ein Glied Schaden erleidet, ticken beide nach unten, und wenn der globale Pool auf Null trifft, stirbt der Spieler.\n\nWenn ein Glied besch\u00e4digt wird, durchl\u00e4uft es mehrere Zust\u00e4nde: Normal (leer) \u2192 Verletzung (gelb) \u2192 Besch\u00e4digt (rot) \u2192 Ruiniert (schwarz)\n\nSobald ein Glied in einen dieser Zust\u00e4nde eintritt, kann es einen negativen Effekt auf den Spieler aus\u00fcben. Wenn zum Beispiel der Kopf besch\u00e4digt ist, ist die Sicht des Spielers verschwommen. Wenn ein Bein ruiniert wird, wird die Bewegungsgeschwindigkeit reduziert.\n\nDer Kopf und der Rumpf sind beide \"kritische\" Gliedma\u00dfen - wenn der Gesundheitszustand eines dieser Gliedma\u00dfen Null erreicht, stirbt der Spieler sofort. Wenn andere Gliedma\u00dfen zerst\u00f6rt sind, aber der globale Gesundheitspool \u00fcber Null liegt, bleibt der Spieler am Leben. Wenn diese Gliedma\u00dfen weiter geschossen werden, w\u00e4hrend sie ruiniert sind, erleiden sie keinen zus\u00e4tzlichen Schaden, aber der globale Gesundheitspool l\u00e4uft weiter.\n\nAusbluten kann beim Schuss auftreten, aber es wird h\u00e4ufig angewendet, wenn ein Glied ruiniert wurde. Ausbluten ist ein Schadens-\u00fcber-Zeit-Effekt, der weiterhin den globalen Gesundheitspool des Spielers durchl\u00e4uft und nur dann aufh\u00f6rt, wenn der Spieler heilt oder stirbt.\n\nDerzeit besteht die einzige M\u00f6glichkeit, Blutungen zu stoppen und zu heilen, darin, Med-Stifte zu verwenden, die alle negativen Auswirkungen beseitigen und die globale Gesundheit und die Gesundheit der Gliedma\u00dfen auf 100% wiederherstellen. So wie es ist, ist es ein ziemlich einfaches System, das es dir nicht erlaubt, jemanden au\u00dfer dir selbst zu heilen, was ein gro\u00dfes Problem im Hinblick auf das kooperative Gameplay ist.\n\n\nIn der Zukunft geheilt werden\n\n\nIn Zukunft werden planetarische medizinische Standorte und Medizinschiffe verschiedene Ebenen der Heilung in das Universum bringen:\n\nStufe 1 - Erhole dich von Nahtoderfahrungen und t\u00f6dlichen Verletzungen.\n\nStufe 2 - Wiederherstellung nach schweren Verletzungen, wie z.B. mehrfachen Ausblutungen von Gliedma\u00dfen oder ruinierten Gliedma\u00dfen.\n\nStufe 3 - Wiederherstellung nach leichten Verletzungen, wie z.B. Verletzungen von Gliedma\u00dfen.\n\nW\u00e4hrend einige Verletzungen erst dann vollst\u00e4ndig verheilen, wenn der Spieler die richtige Behandlung erhalten hat, k\u00f6nnen die einfacheren medizinischen Einrichtungen die nicht fatal verletzten Spieler am Leben erhalten und die Blutungen stoppen. Es wird jedoch nicht empfohlen, dass eine verletzte Person zu lange in einem \"teilverletzten\" Zustand bleibt, da es Folgen wie eine verminderte Ausdauer gibt. Wenn du dich lange Zeit in einem besch\u00e4digten Zustand befindest, wirst du auch schw\u00e4cher gegen weitere Sch\u00e4den sein, daher sollte es immer eine Priorit\u00e4t sein, dich so schnell wie m\u00f6glich zu heilen, um zuk\u00fcnftige Missgeschicke zu vermeiden.\n\nW\u00e4hrend die Wiederherstellung der Gesundheit durch sich selbst (Wiederbeleben oder Genesung von grundlegenden Verletzungen in einem medizinischen Au\u00dfenposten) weniger kostet, ist es je nach Szenario vielleicht nicht der beste Weg, sich selbst zu heilen. Der Ruf nach Hilfe \u00fcber den Bakenservice kostet immer noch eine Geb\u00fchr (je nach Schweregrad und\/oder Entfernung des Medizinschiffes), aber es kann der einzige Weg sein, sich von dieser Verletzung vollst\u00e4ndig zu erholen.\n\nNeue Missionstypen\nZuk\u00fcnftige Versionen werden neue Missionen beinhalten, die sich um dieses tiefere medizinische Gameplay drehen. Anderen zu helfen, ist etwas, was jeder Spieler in unterschiedlichem Ma\u00dfe und mit unterschiedlichen Belohnungen tun kann, aber Medizinschiffe haben nat\u00fcrlich einen Vorteil f\u00fcr diese Missionen.\n\nHier ist eine kleine Auswahl m\u00f6glicher Missionstypen:\n\nMedizinische Versorgung\n\nLiefern Sie medizinische Hilfsmittel, Organe, Proben und mehr. Nat\u00fcrlich kann dies mit jedem Schiff mit Frachtf\u00e4higkeiten erfolgen, aber ein Medizinschiff hat die M\u00f6glichkeit, organische und medizinische Ladung l\u00e4nger zu halten.\n\n\n\nWiederherstellung\n\nFinden Sie verletzte Menschen und heilen Sie sie, oder identifizieren Sie K\u00f6rper und Teile, um Hinweise zusammenzustellen und eine gr\u00f6\u00dfere Geschichte aufzudecken.\n\n\n\nRettung\n\nGehen Sie zu einer Raumstation oder einem schwer besch\u00e4digten Schiff, um Menschen in einer Notsituation zu retten. \u00dcberlebende k\u00f6nnen eine Vielzahl von Verletzungen erleiden, so dass jedes Schiff mit einem Sitz die Rolle erf\u00fcllen kann, aber Patienten f\u00fcr die R\u00fcckreise am Leben zu halten, ist der Vorteil von Medizinschiffen.\n\n\n\nWie bereits in Alpha 3.2 wird das Bakensystem auch verwendet, um Sie \u00fcber Notf\u00e4lle zu informieren, sei es von einem anderen Spieler oder automatisiert durch andere Mittel (NSC, Mission, etc.).\n\nDie Ankunft am Notfallort ist nicht das Einzige, was notwendig ist, um Leben zu retten, denn Sie m\u00fcssen auch um Sie herum scannen und manchmal sogar eine Szene untersuchen, da sich die verletzte Person seit dem Versand der Benachrichtigung bewegt haben k\u00f6nnte.\n\n\nWiederbeleben\nIn naher Zukunft werden neue Wiederbelebungspunkte eingef\u00fchrt. Im Gegensatz zum derzeitigen System bedeutet das Sterben oder das permanente Unterbewu\u00dftsein im Weltraum oder auf einem Planeten nicht, da\u00df du einfach an deinem zuletzt besuchten Ort wiedergeboren wirst. Stattdessen wirst du an einer nahegelegenen medizinischen Station oder auf einem Medizinschiff wiederbelebt.\n\nDie N\u00e4he zu einem gro\u00dfen Standort wie Hurston gibt Ihnen die M\u00f6glichkeit, in seiner speziellen Einrichtung wiederzubeleben, aber das Sterben auf einem abgelegenen Mond w\u00fcrde Ihnen nur die M\u00f6glichkeit geben, kleinere medizinische Au\u00dfenposten zu bauen. Ein medizinisches Schiff in der N\u00e4he erm\u00f6glicht es Ihnen, dort wieder aufzutauchen, vorausgesetzt, es ist ein Bett verf\u00fcgbar, aber dies ist nur f\u00fcr eine begrenzte Zeit, bevor Sie an einen anderen Ort zur\u00fcckkehren.\n\nWie in Death of a Spaceman erw\u00e4hnt, ist es immer noch das Ziel, zu zeigen, wie viele Todesf\u00e4lle und Wiederbelebungen dein Charakter erlebt hat, und damit das im Laufe der Zeit eine etwas anhaltende Wirkung hat.\n\n\nUnterschiede zwischen Medizinschiffen\nObwohl der neu angek\u00fcndigte RSI Apollo der Grund f\u00fcr diesen neuen Design-Posten ist, ist es nicht das erste medizinische Schiff, das wir bisher angek\u00fcndigt haben.\n\nDie beiden anderen Schiffe, die wir f\u00fcr diese Karriere gebaut haben, sind nicht vergessen - in der Tat haben alle drei unterschiedliche Rollen: Das Apollo ist eine mittelgro\u00dfe Klinik f\u00fcr unbekannte Regionen, das Endeavor kann ein komplettes Krankenhaus sein, und das Cutlass Red ist ein gut ausgestatteter Krankenwagen und der Einstieg in die medizinische Karriere. Der Spieler kann wie andere Karrieren von einer zur anderen wechseln oder sich auf die Perfektionierung mit der einen konzentrieren. Wie andere Rollen k\u00f6nnte ein Schiff f\u00fcr bestimmte Missionen n\u00fctzlicher sein, w\u00e4hrend ein anderes eine gr\u00f6\u00dfere Rolle in der PU spielen k\u00f6nnte.\n\nEs ist deine Entscheidung.\n\nWeiterf\u00fchrende Literatur\nSchiffsmassenkarrieren und Rollen Triebwerke Schiff Technische Informationen Ordnungs-Haltepunkte Waffen-Haltepunkte Andere Haltepunkte Gesch\u00fctzt\u00fcrme Varianten & Module scu und Cargo Medical Gameplay Brennstoffmechanik","zh_CN":"Medical Gameplay How It Works Today and What\u2019s in Store for the Future\n\n\nFollowing the vision for life and death mechanics detailed in Death of a Spaceman, and the announcement of the new RSI Apollo medical ship, this design post will bring details and clarification about what future medical gameplay will entail. While some elements have evolved from the manifesto written a few years ago, it is still very much the basis for how players will experience injury and death in the persistent universe, so is still a relevant read.\n\nRead the original Death of a Spaceman (Feb 2013).\n\nTaking care of injured players is one of the several non-combat oriented careers in Star Citizen and is an important element in building a believable universe. It\u2019s crucial for us to make it a fun and impactful part of the game.\n\nHow Health Works in Alpha 3.2\nIn Alpha 3.2, we\u2019re using a damage system that consists of \u2018critical\u2019 and \u2018standard\u2019 limbs. Each limb has its own health pool alongside the player\u2019s global health. When a limb takes damage, both tick down and, if the global pool hits zero, the player dies.\n\nWhen a limb takes damage, it crosses through several states: Normal (blank) \u2192 Hurt (yellow) \u2192 Damaged (red) \u2192 Ruined (black)\n\nOnce a limb enters one of these states, it may implement a negative effect on the player. For example, if the head is damaged, the player\u2019s vision is blurred. If a leg is ruined, movement speed is reduced.\n\nThe head and the torso are both \u2018critical\u2019 limbs \u2013 if the health of either of these reaches zero, the player dies immediately. If other limbs are ruined but the global health pool is above zero, the player remains alive. If these limbs are shot further while ruined, they suffer no additional damage, but the global health pool continues to tick down.\n\nBleeding out can occur when shot, but it is commonly applied when a limb has been ruined. Bleeding out is a damage-over-time effect that continues to tick down the player\u2019s global health pool and only stops when the player heals or dies.\n\nCurrently, the only way to stop bleeding and heal is to use med-pens, which remove all negative effects and restore global and limb health to 100%. As it is, it\u2019s a pretty basic system that doesn\u2019t allow you to heal anyone but yourself, which is a big issue in terms of cooperative gameplay.\n\n\nGetting Healed in the Future\n\n\nIn the future, planet-side medical locations and medical ships will bring different tiers of healing to the universe:\n\nTier 1 \u2013 Recover from near-death experiences and fatal injuries.\n\nTier 2 \u2013 Recover from serious injuries, such as multiple limb bleed-outs or ruined limbs.\n\nTier 3 \u2013 Recover from minor injuries, such as limbs being damaged.\n\nWhile some injuries won\u2019t fully heal until the player has received the correct level of treatment, the more basic medical facilities will still be able to keep non-fatally injured players alive and stop bleeding. However, it\u2019s not recommended for any injured person to stay in a \u2018semi-injured\u2019 state for too long, as there will be consequences, such as reduced stamina. Staying in a damaged state for a long time will also make you weaker against further damage, so it should always be a priority to heal yourself as soon as possible to prevent future mishaps.\n\nWhile recovering health by yourself (respawning or recovering from basic injuries in a medical outpost) will cost less, it may not be the best way to heal yourself depending on the scenario. Calling someone for help via the beacon service will still cost a fee (varying on the severity and\/or the distance of the medical ship), but it may be the only way to fully recover from that injury.\n\nNew Mission Types\nFuture releases will include new missions centered around this more in-depth medical gameplay. Helping others is something that every player will be able to do to various degrees and with different rewards, but Medical ships naturally have an advantage for these missions.\n\nHere is a small selection of possible mission types:\n\nMedical Delivery\n\nDeliver medical supplies, organs, samples, and more. Naturally, this can be done with any ship with cargo capabilities, but a medical ship has the facilities to keep organic and medical cargo maintained for longer.\n\nRecovery\n\nFind injured people and heal them, or identify bodies and parts to help put together clues and uncover a wider story.\n\nRescue\n\nGo to a space station or heavily damaged ship to rescue people in an emergency situation. Survivors may have a variety of injuries, so while any ship with a seat can potentially fulfill the role, keeping patients alive for the return journey is where medical ships have an edge.\n\nAs is already the case in Alpha 3.2, the beacon system will also be used to notify you of any emergencies, be it from another player or automated through other means (NPC, mission, etc).\n\nArriving at the emergency location is not the only thing necessary to save lives, as you will also have to scan around you and sometimes even investigate a scene, as the injured person may have moved since the notification was sent.\n\n\nRespawning\nIn the near future, new respawn points will be introduced. Unlike the current system, dying or falling permanently unconscious in space or on a planet won\u2019t mean that you\u2019ll just respawn at your last visited location. Instead, you\u2019ll respawn at a nearby medical station or on a medical ship.\n\nBeing near a major location like Hurston will give you the option to respawn in their dedicated facility, but dying on a remote moon would only give you the option of smaller medical outposts. Having a medical ship in the vicinity allows you to respawn there providing a bed is available, but this is only for a limited amount of time before returning you elsewhere.\n\nAs mentioned in Death of a Spaceman, the goal is still to show how many deaths and respawns your character has experienced, and for that to have a somewhat persistent effect over time.\n\n\nDifferences Between Medical Ships\nWhile the newly announced RSI Apollo is the reason for this new design post, it is not the first medical ship we\u2019ve announced so far.\n\nThe two other ships we\u2019ve made for this career are not forgotten \u2013 in fact, all three provide distinct roles: The Apollo is a medium-sized clinic for uncharted regions, the Endeavor can be a complete hospital, and the Cutlass Red is a well-equipped ambulance and the entrance to the medical career. The player can graduate from one to another like other careers, or focus on perfecting using one. Like other roles, a ship might be more useful for specific missions, while another might play a wider role in the PU.\n\nIt\u2019s your choice to make.\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo Medical Gameplay Fuel Mechanics"},"links_count":13,"comment_count":78,"created_at":"2018-07-20T00:00:00+00:00","created_at_human":"7 years ago"},"meta":{"processed_at":"2026-04-25 06:44:32","valid_relations":["images","links","translations"],"prev_id":16670,"next_id":16672}}