Difference between revisions of "Paramedic"
(→Analysis: Refactored Analysis section, added new section with Work Speed information gathered through testing.) |
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== Analysis == | == Analysis == | ||
− | + | Paramedics are generally a poor choice for tending a pawn in imminent danger of bleeding out, due to their low base work speed. Paramedics have inferior tend speed and surgery success chance compared to high medical skill pawns. | |
− | Paramedics | + | Drafted Paramedics outside of the command radius of their Mechanitor can freely utilize their jump ability in any direction, but can only move if the move ends inside the command radius of their Mechanitor. Grouping the Paramedic with Combat Mechanoids might be appealing for those who prefer to keep the majority of their mechs dormant until they need to escort their Mechanitor into combat or respond when [[disease]] hits. Note that the Mechanitor must be conscious to change Work Modes. |
− | + | With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting. Assuming their controlling Mechanitor is close by, drafted Paramedics are possibly the best choice for extricating a pawn from a fire when you do not want to extinguish the fire itself- such as when attempting to burn out an [[insectoid]] nest. | |
− | + | Paramedics are capable of feeding prisoners as part of their work routines, which can help free up time for one's Wardens. | |
− | |||
− | + | ===Work Speed=== | |
+ | Paramedics have a base work speed of 50%. Being in range a [[mech booster]] increases the work speed to 75%. Each [[control sublink (standard)|control sublink]]s installed in the controlling Mechanitor increases the work speed by 6%, up to a maximum of +36%. Control Sublinks and mech boosters combined allow Paramedics to reach 111% Work Speed. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters. | ||
+ | |||
+ | Getting six sublinks will require acquiring 3 signal chips, 3 powerfocus chips, 21 components, and 9 advanced components. | ||
+ | |||
+ | All values are for 50%+ lighting conditions. | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Control Sublinks !! Work Speed !! Mech Boosted | ||
+ | |- | ||
+ | | 0 || 50% || 75% | ||
+ | |- | ||
+ | | 1 || 56% || 81% | ||
+ | |- | ||
+ | | 2 || 62% || 87% | ||
+ | |- | ||
+ | | 3 || 68% || 93% | ||
+ | |- | ||
+ | | 4 || 74% || 99% | ||
+ | |- | ||
+ | | 5 || 80% || 105% | ||
+ | |- | ||
+ | | 6 || 86% || 111% | ||
+ | |} | ||
== Health == | == Health == |
Revision as of 18:45, 28 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Paramedic
A small mechanoid designed for non-violent emergency situation management and medical care. The paramedic can rescue the wounded, fight fires, treat the sick, and even perform surgery when a more-qualified human is not available. Its built-in jump launcher allows it to jump into, and out of, emergency situations, and its built-in firefoam popper can quickly extinguish fires.
Base Stats
- Type
- Mechanoid
- Flammability
- 0%
Armor
- Armor - Sharp
- 20%
- Armor - Blunt
- 10%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 3.8 c/s
- Body Size
- 0.7
- Mass
- 42 kg
- Pack Capacity
- 24.5 kg
- Carrying Capacity
- 53 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Creation
- Required Research
- High mechtech
A paramedic is a mechanoid added by the Biotech DLC.
Summary
As mechanoids, paramedics are immune to fire, toxicity, and temperature extremes, despite having a Comfortable Temperature. They do not need to eat, rest, and have no mood. They will be stunned by EMP attacks and will "adapt" for 2,200 ticks (36.67 secs), rendering them immune to further EMP strikes. Mechs do not count as a pawn for determining raid points, but still contribute towards wealth.
Paramedics are light mechanoids, and require High mechtech to be researched. They are created from a standard mech gestator with 1 basic subcore and 50 steel, taking up 1 bandwidth from a mechanitor. They take 1800 ticks to initally craft, and then it must gestate for 1 cycle. A dead paramedic can be resurected for 25 steel and 1 gestation cycle so long as the corpse is extant.
Mechs under player control require power: paramedics use 10% of their power per day while active. If set to dormant self-charging, they instead recharge for +1% power / day, without pollution. They recharge in a mech recharger (constant 200W), for 50% power/day, creating 5 wastepacks whenever the recharger's waste is filled up.
Paramedics will do tasks under the Doctoring tab, though can also feed prisoners. Paramedics have an effective Medical skill of 10. They will recuse pawns before tending to them. They have a base Global Work Speed of 50% and naturally move slower than a human.
Abilities
When drafted, paramedics have the ability to long jump up to 16 tiles away. It can be used twice, then has an 8 game-hour cooldown. Unlike regular movement, the long jump can be directed outside of the mechanitor's command radius. However, a paramedic must be within said radius when starting the jump.
They also have access to a firefoam pop pack equivalent. It takes 30 ticks (0.5 secs) to deploy, but then has a 5 day cooldown.
Analysis
Paramedics are generally a poor choice for tending a pawn in imminent danger of bleeding out, due to their low base work speed. Paramedics have inferior tend speed and surgery success chance compared to high medical skill pawns.
Drafted Paramedics outside of the command radius of their Mechanitor can freely utilize their jump ability in any direction, but can only move if the move ends inside the command radius of their Mechanitor. Grouping the Paramedic with Combat Mechanoids might be appealing for those who prefer to keep the majority of their mechs dormant until they need to escort their Mechanitor into combat or respond when disease hits. Note that the Mechanitor must be conscious to change Work Modes.
With their firefoam pack and immunity to fire and heat, paramedics excel at firefighting. Assuming their controlling Mechanitor is close by, drafted Paramedics are possibly the best choice for extricating a pawn from a fire when you do not want to extinguish the fire itself- such as when attempting to burn out an insectoid nest.
Paramedics are capable of feeding prisoners as part of their work routines, which can help free up time for one's Wardens.
Work Speed
Paramedics have a base work speed of 50%. Being in range a mech booster increases the work speed to 75%. Each control sublinks installed in the controlling Mechanitor increases the work speed by 6%, up to a maximum of +36%. Control Sublinks and mech boosters combined allow Paramedics to reach 111% Work Speed. Multiple mech boosters do not stack, and the bonus from control sublinks is not multiplied by mech boosters.
Getting six sublinks will require acquiring 3 signal chips, 3 powerfocus chips, 21 components, and 9 advanced components.
All values are for 50%+ lighting conditions.
Control Sublinks | Work Speed | Mech Boosted |
---|---|---|
0 | 50% | 75% |
1 | 56% | 81% |
2 | 62% | 87% |
3 | 68% | 93% |
4 | 74% | 99% |
5 | 80% | 105% |
6 | 86% | 111% |
Health
Specify body type when known.
Version history
- Biotech DLC Release - Added.