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Personal aid kits no longer turn into ACE medical items #62

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Shiny-CNTO opened this issue Jan 18, 2022 · 4 comments
Open

Personal aid kits no longer turn into ACE medical items #62

Shiny-CNTO opened this issue Jan 18, 2022 · 4 comments
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Bug Existing feature that doesn't work as intended Subject to Monthly Meeting Issue affects balance or game-play in a noticeable way and needs CNTO Monthly Meeting approval.

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@Shiny-CNTO
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The lootable yellow bags the enemy has no longer turn into ACE medical items

@JamesTheClarke JamesTheClarke added Bug Existing feature that doesn't work as intended Wontfix Issue that won't be fixed due to various reasons labels Jan 19, 2022
@JamesTheClarke
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JamesTheClarke commented Jan 19, 2022

The bug is either caused by ACE3 mod itself or by a mod conflict within our repository.

Our cba settings are enforced correctly.

force force ace_medical_treatment_convertItems = 0;

0 = enabled

Will create an issue report with ACE3 once I have confirmed that the issue can be replicated when only CBA, ACE3 and vanilla are loaded. After I've created an issue report on the ACE3 GitHub I will close this issue here.

If the issue cannot be replicated with CBA, ACE3 and vanilla only, then we will start having to hunt down the mod conflict on our own.

@JamesTheClarke JamesTheClarke added the Needs Testing Issue needs further testing for confirmation label Jan 19, 2022
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JamesTheClarke commented Aug 15, 2022

I've found what causes this issue and why it only shows up sporadically - only Medics have access to the item, for other roles PAKs still convert to ACE3 gear. A few ACE updates ago they split the access to PAKs based on training levels. As we added the new default values this means that whenever a Medic picks up a PAK from an enemy it will not be converted to ACE3 medical gear but instead remains a vanilla PAK which in turn allows for full heals at any time by medics.

This is clearly not intended in our settings as we always avoided vanilla PAK usage by players and do not issue PAKs to our medic loadouts. They only gain access by picking them up from enemies.

Suggestions to fix:

1.) change allow PAK from Medics to Doctors. This would mean that only Doctors could use them which is a role GMs can place as AI and then RP with it.

2.) change consume PAK from no to yes. This would lower the impact of PAKs however, it would prevent them being actually useful for GMs as their Doctors would require a multitude of PAKs.

3.) change locations PAK from anywhere to medical vehicles, medical facilities or medical vehicles & facilities. This would make it possible to integrate PAKs into our standard medic loadouts, however, it would also be potentially quite overpowered in combination with medical vehicles and infinite PAK usage. Suggest limiting it to facilities only and to limit the use of PAKs so you have to triage the worst injury cases for full heals.

4.) change locations PAK from anywhere to disabled. This would disable the use of PAKs entirely.

My personal preference would be to upgrade PAK training qualifications to Doctor which would create a clear barrier between the three medical classes (regular soldiers can patchwork, medics can stitch and doctors can fully heal). If we would like to integrate PAKs into our loadouts I suggest making the PLT Medic a Doctor and to set the treatment location to medical facilities. This could facilitate more interesting gameplay where the PLT Medic has to do a Medevac with some wounded back to base there they can get full heals next to a medical facility. Or the PLT Medic can issue full heals at the next FOB, however to avoid just steamrolling full heals I'd recommend setting the PAKs to be consumed after use if we would go the route of integration.

However, an integration of the Doctor role into our loadouts could have unforeseen consequences/ potential exploits (e.g. slotting PLT medic instead of SQD medic, then attaching them to the SQD etc.). The most simple solution would still be to just go with option 1.) alone and see how the change affects us.

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This topic will be added to the next Monthly Meeting agenda.

@JamesTheClarke JamesTheClarke added Subject to Monthly Meeting Issue affects balance or game-play in a noticeable way and needs CNTO Monthly Meeting approval. and removed Wontfix Issue that won't be fixed due to various reasons Needs Testing Issue needs further testing for confirmation labels Aug 15, 2022
@JamesTheClarke JamesTheClarke self-assigned this Aug 15, 2022
@JamesTheClarke JamesTheClarke added this to the v2.5.0 milestone Aug 15, 2022
@Shiny-CNTO
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Solution 1 is the best solution if you ask me! Thanks for putting in the time to trouble shoot this.
Did ACE just never write down this change? :/

@JamesTheClarke JamesTheClarke removed this from the v2.5.0 milestone Sep 18, 2022
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