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They ride around and stick band-aids to people's boo-boos.
Someone in a factory makes bandages and med gear.
For paramedics, they can be a OP survivor in this game during the apocalypse, but the thing is how to integrate this Miguel in into the dead our darkest days. if want to rework on Miguel, maybe can consider to give a add on Miguel's such as NPC Eva was injured at the water plant treatment in the meeting, and only Miguel knows how to do the treating to NPC Eva? maybe saving her. (Increase another optional network route if Eva is not dead)
Or give Miguel the role what he should be, Paramedics in real life actually is physically pretty strong and mentally fit, they need to answer the emergency calls immediately and be able to carry all kinds of patient big, small, young, drunk, dead, unconscious and old under circumstances.
So therefore, I think Miguel should be either:
(1) Will to live (Health in critical condition, more resistance to attacks)
(2) Optimist (increase a small morale in every phase)
(3) Medics (base shelter skills, stationed at medical bay, can treat patient festering wounds developed by zombies virus)
(4) Pacifist (less melee damage in combat, if killing human hostile survivors suffer morale loss, medics are trained to save lives, not taking lives so this is something against their code)
(5) Anxiety (while in shelter base if not doing anything small morale lost, unless going for scavenging or work in station)
I have work with the Paramedics in the Hospital before, private ones or the hospital ones, in either way all of them are good souls ;)
Hey, ideas 4 and 5 sound awesome. At the end of the day, Miguel’s whole thing is saving people—just like he tried to do at the start of the outbreak.
And being able to heal seriously injured characters? That’d be sick. It’d add more depth to exploration, beyond just the scavengers and cleanup crew. Plus, we’ve got Cooper, we could actually start treating him, and depending on who goes, they might end up either saving him or putting him down.
It’d be something pretty situational and map-specific, but it’d really push us to be more careful with our choices.
Yeah, I know, but there really aren’t many medical options in the game. Every character kinda knows how to use med gear, and it mostly comes down to just crafting it or getting lucky and finding some.
Or we could mess around with healing probabilities, like, if we don’t have a medic and try to patch ourselves up, there’s a high chance we fail the heal or even accidentally hurt ourselves. But if we’ve got a med station and a medic, then the chances of success go way up.