Design Brief: Medical Gameplay Link to heading

Star Citizen’s persistent universe bolsters a comprehensive, ever-evolving medical system, designed for both self-application and administration to others. From minor injuries to complete incapacitation, with multiple levels of treatments and utilizing a variety of vehicles, clinics and hospitals, medical gameplay combines aspects of survival mechanics and altruistic service to others to provide a continuingly developing experience that touches everyone.

Join us as we explore many of these aspects new and old and ensure you’re properly equipped to face the universe in Alpha 4.3.1 and beyond, and if you’re looking for additional help to get started in medicine, check out the Guide System to get paired with an experienced player who can help show you the ropes.

NOTE: This post was released to coincide with Alpha 4.3.1 PTU, and will be updated with adjusted figures once it has finished testing and been released to the LIVE environment.

Injuries Link to heading

Injuries are inflicted when you receive sustained, repeated damage. They can be received on your arm, legs, torso or head, and are shown to you either via the Heads-up-Display (HUD) on your helmet in the bottom left corner, or via scan.

Below are the different types of injuries and how they affect you.

Tier 3 : Minor Injury Link to heading

This lowest level of injury decreases your maximum health pool and introduces several gameplay effects, depending on where you were injured.

A minor injury (T3) to these areas will have the following effects:

  • ARMS: Your weapons will become harder to aim, the damage done by melee attacks impaired, and a cumulative reduction in health pool with other injuries.
  • LEGS: Movement speed will be diminished, and a cumulative reduction in health pool with other injuries.
  • TORSO: Reduction in overall stamina and regen, audible wheezing, , and a cumulative reduction in health pool with other injuries.
  • HEAD: Blurring of vision, muffling of audio, reduction in impact effect resistance, delay in stun recovery, and a cumulative reduction in health pool with other injuries. Minor injuries can be treated on-site or by any medical bed, and do not require stabilization.

Tier 2 : Moderate Injury Link to heading

Moderate injuries incur all the same penalties and effects of minor ones, with expanded and more pronounced effects, and a few new additions.

A moderate injury (T2) to these areas will have the following effects:

  • ARMS: Increasing the severity of existing impairments, and limiting your ability to throw items.
  • LEGS: Increasing the severity of existing impairments, and causing the hurt locomotion effect, involving limping with audible grunts of pain.
  • TORSO: Increasing the severity of existing impairments, and coughing up blood.
  • HEAD: Increasing the severity of existing impairments. Moderate injuries can have their symptoms stabilized by on-site treatment or a medical bed of any size, but require Tier 2 unit or better to heal.

Tier 1 : Severe Injury Link to heading

Severe injuries escalate the effects of moderate injuries even further with additional complications.

A severe injury (T1) to these areas will have the following effects:

  • ARMS: Increasing the severity of existing impairments, adding the hurt locomotion effect involving limping with audible grunts of pain, and inflicting arm lock preventing you from being able to hold objects or weapons in your hands.
  • LEGS: Increasing the severity of existing impairments, and forcing you into a prone state with no ability to stand or crouch.
  • TORSO: Increasing the severity of existing impairments, and adding the hurt locomotion effect involving limping with audible grunts of pain.
  • HEAD: Increasing the severity of existing impairments, and adding the hurt locomotion effect involving limping with audible grunts of pain.. Severe injuries can have their symptoms stabilized by on-site treatment or a medical bed of any size, but require Tier 1 unit or better to heal.

Healing Insuries with a Medical Bed Link to heading

Healing Injuries with a Medical Bed Each medical bed can restore health and address bleeding without cost, but consumes MedGel to heal injuries.

The cost of healing injuries varies on the severity of the injuries. Players will only be charged once for the highest tier the player has, no matter how many injuries are healed at once.

There is no cost to temporarily stabilizing injuries above what a medical bed can heal.

MedBed Tier Healing Cost Maximum Injury
Tier 3 5 cSCU MedGel Minor injuries.
Tier 2 10 cSCU MedGel Minor and Moderate injuries.
Tier 1 20 cSCU MedGel Minor, Moderate and Severe injuries.

Imprinting and Regenerating on a Medical Bed Link to heading

Regeneration is a medical process which enables the total restoration your being after death via your DNA imprint recorded at the location you’ve set.

By default, your chosen regeneration location is a hospital within the primary residence location you set when you first entered the ‘verse, but as you travel the spaceways you may want to transfer your imprint to a new location. This can be at another hospital, clinic or ship and vehicle that contains a medical bed and has sufficient MedGel supply.

There are three reasons your imprinted medical bed may fail to meet the conditions for successful regeneration, causing you to regenerate back at your designated home location.

  • The medical bed has been destroyed.
  • The medical bed’s supply of MedGel has been exhausted.
  • The medical bed is outside of it’s effective range. While most medical beds you encounter outside of hospitals are capable of imprinting and regenerating you into a new clone body provided they meet the listed criteria, below are the specific requirements for a successful regeneration into each bed:
MedBed Tier Regeneration Cost Regeneration Range
Tier 3 100 cSCU MedGel Within 50,000 meters of bed, enough to cover most gameplay areas.
Tier 2 100 cSCU MedGel Within 8,000,000 meters of bed, enough to cover most planetary bodies.
Tier 1 100 cSCU MedGel Within 750,000,000,000 meters of bed, enough to cover most star systems.

Multiple Imprints at Once Link to heading

The first key to this will be to allow you to have multiple imprints at different locations simultaneously, allowing you a tactical choice upon incapacitation if no help is available, of choosing where you regenerate next.

These choices will fall into one of four categories:

Category Description
Home Base The last medical bed you imprinted on at a base you or your org own.
Landing Zone The last landing zone hospital bed you imprinted on.
Ship/Vehicle The last vehicle you imprinted on.
Temporary A bed which does not fall under any of the three categories above. For example, a POI location like Storm Breaker.

MedBed Conditions Link to heading

In Alpha 4.3.1 the MedGel requirement was added to medical beds, providing another condition that needed to be met for successful healing and regeneration: being stocked.

In the future, there may be other conditions you encounter that affect or limit your ability to use a specific medical bed either owned by another player or found in the wild. These are not global conditions applied to all medical beds, but specific states enabled by deliberate content or player action.

Additionally, some of these conditions may be found combined with one another.

Condition Description
Manual MedGel Panacea MedGel is a resource that is added to the medical bed by you for the unit to function. Added in Alpha 4.3.1.
Auto MedGel The MedBed requires MedGel to function, but will automatically restock at a set rate. No one can manually restock the unit.
Temporary Imprint Your imprint lasts for X amount of time. After imprinting, a cooldown of Y time starts before you can imprint there again.
Regeneration Timer You may only regenerate at this location once every X timeframe. Timer is individual to each person.
Delete Imprint You may remove the imprint(s) of anyone from a bed.
Enabled by Event The bed is only made functional by an event occurring or you performing a specific action.
Disabled by Event The bed is no longer functional by an event occurring or you performing a specific action. Imprint is not lost; you just cannot heal or respawn while disabled.
Disabled by Distortion The medical bed has been disabled by distortion damage. Imprint is not lost; you just cannot heal or respawn while disabled.
Disabled by Soft Death The medical bed has been disabled by vehicle soft-death state. Imprint is not lost; you just cannot heal or respawn while disabled.
Invalidated by Distance If you travel more than X distance away from the medical bed, you may lose your imprint status at that location.
System UEC Fees The location of this bed has set a UEC fee for healing or regenerating.
Player-Defined UEC Fees The player-owner of this bed has set a UEC fee for healing or regenerating. vehicle. Must be placed in area owned by a player to function. There is a system tax of X%.
Permission Editable The owner of this bed has set the permissions of who is able to use it. Must be placed in area owned by a player to function.
Destructible The bed can be destroyed and so the imprints are lost.

Reference Link to heading

Title Site / Link
Register Your Account For Free - Roberts Space Industries https://robertsspaceindustries.com/en/enlist
Medical Game Play - Roberts Space Industries https://robertsspaceindustries.com/en/comm-link/transmission/20750-Design-Brief-Medical-Gameplay/
Medical Game Play - Roberts Space Industries https://robertsspaceindustries.com/en/comm-link/transmission/20755-Life-Death-And-Life-Again-Beyond-431/
Galactapedia - Roberts Space Industries https://robertsspaceindustries.com/galactapedia/