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lLizzyl

Improving LSEMS Roleplay / Server Attitude towards Medical Roleplay

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Posted (edited)

NOTE: I am not saying all solutions provided should be implemented. If anything, I believe my 2nd solution could be the best solution if no others are implemented. I am simply making suggestions for improvements for motivation and server engagement.

 

The Problem

Unfortunately, there has been a severe decrease in motivation for players already a part of LSEMS and lack of interest in LSEMS from a server standpoint. While I do think there are aspects that could be changed within LSEMS to increase motivation and overall interest in the faction, there are multiple aspects outside of the faction that should be examined and changed.

There are many players who are a part of LSEMS who feel as though EMS could disappear and nothing would be different about the server. The overall server attitude toward LSEMS seems to be indifference. LSEMS services could be done by the average player, so why should they call for a medic?

There needs to be changes within the server for EMS to be essential for overall roleplay. If a player is injured, it only makes sense to call for an ambulance. However, from a gameplay standpoint, there is no need to call, unless the players is completely alone. If roleplay is improved for EMS, it could benefit all roleplay within the server.

There needs to be changes within scripts and roleplay in order for LSEMS to participate in more opportunities. While I do recognize that some gameplay elements have been implemented for times where there are not many EMS members online, these elements should strictly be used when it is the only option. There are already scripts in place for PD and SD; if there are no officers on duty, banks cannot be robbed. There are also scripts in place for DCC; if there are no taxis available, City Bee's are able to be used. The same idea should be applied to EMS for completely fair RP opportunities.

As it currently stands, LSEMS is robbed of roleplay constantly. Have you ever wondered why there are no medics on shift? In many cases, it is because players are tired of waiting around for a moment of roleplay while they watch PD and SD transport players to Pillbox from the GPS and/or listen to trunks open and close from the medbay. Medics are treated as someone to be avoided unless absolutely necessary, effectively killing the LSEMS faction.

I have a couple of ideas for EMS to be the heavy RP faction it is meant to be, providing more of the roleplay players expect. Not the sit and wait faction it is now.

Ideally, all solutions should be combined to maximize EMS activity/RP opportunities. However, even one solution could improve roleplay overall.

 

Solution 1 - PD and SD can no longer stabilize.

Part of the problem is PD and SD being able to stabilize injured players. This ability quite literally renders EMS obsolete, being able to perform the exact same scripts that EMS uses. Why are PD and SD able to perform the same actions as EMS? Members of EMS are told not to interfere with PD and SD's work, so why do they get to take over EMS?

From a roleplay standpoint, and for the sake of realism, this ability makes no sense. PD and SD are not medical professionals. They should not be able to roleplay as such. From an outside perspective, this ability feeds into the win mentality that everyone accuses PD and SD of. The mentality that many members of PD, SD, and staff deny and claim to be against. Being able to stabilize a suspect leans more into gameplay than actually roleplaying the situation out.

If the server is as roleplay focused as it claims, PD and SD should only be able to do what RPly makes sense for them to do. If a member of PD or SD has been a member of LSEMS before, it would make more sense for them to have the medical knowledge to stabilize a suspect. However, this is almost never the case from my understanding. Members of PD and SD should be allowing for times where officers are lost, potentially fueling a roleplay storyline. Even allowing for times where a suspect is lost, except for the times where criminal players intentionally stall for their character to avoid prison time. When a player intentionally stalls, PD or SD should be able to use /cpr in order to continue roleplay, allowing time for EMS to arrive and /stabilize.

Player death in a situation should not be avoided at all cost if roleplayed correctly. Player death should be used in roleplay and character stories, creating deeper storylines and less surface level gameplay. It should not be a race against the script. If a criminal character sustains injuries that should kill them, PD and SD should allow it after roleplay effort to keep them alive and take more care to prevent such injuries. The command /mywounds or /analysewounds could be utilized more often to determine if a player is stalling, creating a roleplay situation where the character has to die when the injuries do not match, or to prevent having to ForceRP when a player is unresponsive to current roleplay.

I do recognize that PD and SD are able to stabilize in case there are no EMS members available, however, it should strictly be used during those times. If there is a medic on duty, PD and SD should no longer be able to stabilize injured players and must perform BLS until EMS arrives. If all medics are busy at that moment, PD and SD should have to continue BLS, like any other player. PD and SD calls are top priority for EMS, so there is little to no chance the player dies before EMS arrives if /cpr is used.

 

Solution 2 - Players must see members of EMS or NPC to heal.

As the server currently is, players do not have to purchase pain medication or see the NPC at Pillbox and Paleto MD to heal. They can simply eat and drink and wait for their health to regenerate over time. While this is convenient for the sake of gameplay, it does not promote roleplay in any way. It would make more sense for players to be required to see a medical professional in order to heal properly. People do not just break a bone and heal over time with no issues just because they are fed and hydrated. You have to see a doctor to assist in the healing process.

Players already see a member of EMS after they are taken to the hospital for an "ice pack" so they can heal quickly. EMS should be able to capitalize on that roleplay, making it a requirement for all players. By requirement, I mean players would scriptly heal much, much slower or not at all. As a requirement, the amount of players EMS sees in a day should increase incredibly. Members of EMS would no longer have to sit and wait for the roleplay situations to reach out to them.

Requiring players to see a member of EMS also allows for more activity within the AMU Division. Currently, AMU sees little to no roleplay in a day. Players do not wish to make appointments and many do not want to take the time to request in-depth medical roleplay. If players are required to see a medical professional, player or NPC, AMU could have a permanent spot within Pillbox or Paleto MD everyday.

For my solution, members of EMS could wait in the medbay or in the lobby as a part of AMU. When a patient is dropped off at Pillbox, they could see the NPC for a hefty medical bill that increases or decreases with the amount of EMS available, or see a member of AMU for free. The only price for medical: roleplay. AMU could even start medical records for various characters, expanding on the already advanced roleplay.

Of course, players could still completely avoid in-depth roleplay by seeing the NPC or roleplaying small injuries left from initial treatment. This solution does not require every player to participate in heavy roleplay. It allows it to be an option. Therefore, if players want in-depth medical roleplay as a part of their character's story, they no longer have to wait for someone to be available.

 

Solution 3 - Scripted beds for healing.

While this is not being actively used in ECRP, there are servers on FiveM where you can choose to heal in a hospital bed for maximum health. Players can check into the hospital, wait a couple of seconds in a hospital bed, and be at maximum health when they leave the bed.

To increase roleplay opportunities for EMS, hospital beds could be implemented as part of Solution 2. When there are no AMU or general EMS members available, players can stay in a bed instead for a fraction of the NPC cost, but healing would not be instant. If there are members of AMU available, players can stay in a bed for roleplay and leave when the roleplay is done. I do not believe hospital beds are essential for an increase in roleplay and motivation, but I do think it could be used to enhance roleplay.

 

Final Thoughts

At the end of the day, there are still going to be players who do not want to take the time to RP with EMS. I am not trying to force extensive RP onto players, I would just simply like to see some effort from the server in interacting with EMS. Players are going to be injured in roleplay. If you choose not to roleplay the injury or treatment at all, then why are you on a roleplay server? If nothing is done about the current state of LSEMS and attitudes towards it, I believe all players and roleplay will suffer for it. LSEMS is struggling to stay together and something has to be done, even if it is not the solutions provided.

In my opinion, in order for real roleplay and for EMS activity to improve, Solution 1 and 2 should be implemented as soon as possible. Solution 3 is more of a suggestion for more roleplay within the hospital, as expected for a hospital. It enhances the roleplay, allowing it to be more realistic and provides an opportunity for in-depth roleplay.

While the solutions I provided could be improved upon, I believe it would be a great starting point. In the end, all I want to see if more motivation from players within LSEMS and for the server as a whole to recognize how beneficial EMS can be for roleplay and character stories.

Edited by lLizzyl
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Posted

I might be wrong or it might have changed but i thought PD/SD could only stabilize if there's only like 1 MD on shift?

"Players must see members of EMS or NPC to heal."
I agree with most of the points in this section, I said it back when i was LSEMS and i'll keep saying it, having LSEMS camping ambulance bay is BAD for the faction. All idling LSEMS should be in the lobby interacting with people who come in, with a vehicle spawnpoint right outside for calls. Even if people are self transporting to pillbox, /dropbody and the "press e to heal" NPC should only work if there's not a medic in the general vicinity of the pillbox lobby.

But we know what the devs are like with updates, so let's assume the latter part is not implemented: Faction vehicle spawnpoints can be moved/placed by head admins. stick one at upper pillbox and force idling medics to linger in the lobby, you'll instantly see an uptick in roleplay if not just from people choosing to rp with you instead of the $3k payment NPC.

  • Upvote 2
Posted

The issue is that a lot of players don’t really see medical RP as “actual” RP. Instead, they see it as something they have to sit through before they can get back to whatever they were doing. That mindset usually leads to pretty lackluster interactions from the medic’s perspective. The reality is that EMS treats the same handful of injuries over and over again. Nine times out of ten it’s either a broken leg or, if it’s an arrest, a gunshot wound with enough bullet holes to make Swiss cheese jealous. It gets repetitive, but the people in MD generally aren’t there because it’s the most action-packed faction on the server. They’re there because they genuinely enjoy that style of roleplay and want to create interesting medical scenes for other players. Medical RP is never going to compete with the constant action that criminals or law enforcement get, and that’s okay. The problem is that a lot of players treat EMS as an obstacle instead of another opportunity to roleplay, which makes it difficult for the faction to stay engaging over the long term. I think that’s why suggestions like this have merit. Right now, the server gives players every opportunity to skip interacting with EMS or reduce that interaction to the absolute minimum, so that’s exactly what most people do. It’s not necessarily because they dislike EMS players, it’s because the mechanics don’t really encourage them to engage with medical RP in the first place. I’m not saying every single injury needs to turn into a 30 minute hospital scene, but I do think the server should do a better job of making EMS feel like an actual part of the roleplay instead of an optional stop people avoid whenever possible. Whether that’s limiting when PD/SD can stabilize people, requiring players to properly seek treatment to heal, or some combination of the suggestions above, I think the current system reinforces the mindset that EMS is just a delay instead of another opportunity to create roleplay.

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Posted
6 hours ago, lLizzyl said:

Solution 1 - PD and SD can no longer stabilize.

Part of the problem is PD and SD being able to stabilize injured players. This ability quite literally renders EMS obsolete, being able to perform the exact same scripts that EMS uses.

PD/SD is only able to stabilize when there is not enough MD members on duty. If there is enough MD people on duty, PD/SD are unable to stabilize people via script. I would like to say its 3 MD members on duty, but I don't know the correct number right now.

And even if there is not enough MD members on duty, PD always radio's for MD (Or checks the map) to see if we get a response from that one medic that is on duty, so they can come treat the people and if then MD says that they are busy and asks us if we can handle it ourselves, PD would use the /stabilize command

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Posted
2 hours ago, AnnoyingOne said:

PD/SD is only able to stabilize when there is not enough MD members on duty. If there is enough MD people on duty, PD/SD are unable to stabilize people via script. I would like to say its 3 MD members on duty, but I don't know the correct number right now.

And even if there is not enough MD members on duty, PD always radio's for MD (Or checks the map) to see if we get a response from that one medic that is on duty, so they can come treat the people and if then MD says that they are busy and asks us if we can handle it ourselves, PD would use the /stabilize command

If you are correct in saying that PD and SD cannot stabilize scriptly with 3 MD members on duty, I personally believe that is 2 members too many. If PD and SD cannot truly wait a couple minutes for EMS to arrive, then they should continue to stabilize when there is only one medic on duty. If that one medic tells PD and SD to do it themselves, all the power to them.

My main issue is the self transporting of other PD and SD members, not suspects. There are SEVERAL times, and I mean way too many times to count, where PD and SD drop off their own members in order to avoid calling EMS or to get back to what they were doing quickly. I can guarantee that PD and SD do not even try to radio for MD in many, if not most, cases where they have an injured officer. It sets the standard for everyone on the server that it is okay to forgo medical RP in order to get back to what the player wants to do.

If PD and SD need to be able to stabilize in order to continue RP with a suspect, they should be able to continue to do so if there is only one member of MD, not 3. If PD and SD need to be able to stabilize in order to save their members, it continues to set the harmful standard that medical RP is a nuisance that can be avoided.

Posted

I just think /stablize should only be able to be used by medics, PD/SD are not trained enough to just be able to stablize someone, and let them sit there unable to bleed out rply. If there are no MD on, SD/PD should still only be able to CPR I feel, and it just would make it more realistic, and give MD more RP.

  • Upvote 2
Posted

I personally believe a couple things.

Make the black market doctor slightly (not alot just slightly maybe 1 or 2 k more) expensive to heal and fix wellness (do not touch the price for reviving an injured friend this place should still be useful for criminals trying to revive friends who are wanted/have guns)


Give MD a command similar to their /heal that fixes your recovery and wellness and can be used by MD only to reward good RP. 

 

Some side thoughts to aid this. perhaps the black market doctor can only get your wellness back to 85% while MD can get it fully to 100. Or something along those lines.

 

Of course script support with new things for MD to do would also be good but anything along those lines will have to wait till the transition to fivem anyway.

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Posted

I think that forcing people to need something that they don't want will just end up with even more poor interactions; if you need medics script wise for things, you'll just have people ask you for an icepack and refuse to do any proper RP with you, and if you refuse to do it, they'll threaten to kill your characters. Is that really better than the status quo?

Posted (edited)
30 minutes ago, alexalex303 said:

I think that forcing people to need something that they don't want will just end up with even more poor interactions; if you need medics script wise for things, you'll just have people ask you for an icepack and refuse to do any proper RP with you, and if you refuse to do it, they'll threaten to kill your characters. Is that really better than the status quo?

So instead of punishing those who do not want to roleplay on a roleplay server, we should just let people continue to avoid roleplay? Why play on a roleplay server if players refuse to participate in pretty common RP scenarios?

Personally, I think players should be punished for poor RP, but that's a totally different topic.

Edited by lLizzyl
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Posted
23 hours ago, Ash said:

I might be wrong or it might have changed but i thought PD/SD could only stabilize if there's only like 1 MD on shift?

It was upped, because they were left high and dry if there was only one member on EMS duty who then did not respond to calls or if there were meetings.

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Posted

Just because a cop stabilised someone doesn’t mean you can’t rp with the person. There’s a mentality with medics where they ask “did you stabilise them it won’t be me do it” then just skip any additional rp with the injured. 

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Posted

Personally I’ve been in EMS a long period of time I usually add extra rp. For example “would you need anymore attention” after someone else stabilised /BLS then. I get looks like we lazy or don’t want the rp after a long day. Actually we doo but it’s usually the criminals that lost a fight to PD/SD who are salty so they just go AFK for a period of time which cause us to force rp it most of the time. Others are great others just repeat the same old stuff broken leg or arm or bruised face.

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Posted
11 hours ago, lLizzyl said:

So instead of punishing those who do not want to roleplay on a roleplay server, we should just let people continue to avoid roleplay? Why play on a roleplay server if players refuse to participate in pretty common RP scenarios?

Personally, I think players should be punished for poor RP, but that's a totally different topic.

This is a light RP server with the majority of the population being light roleplayers; most people don't even play a character but an exaggerated version of themselves. I think you want too much from this playerbase; I was here when we "raised" crim RP standards and all it resulted in was even more friction, more staff intervention and less players playing. If you want every single interaction to be a high level one, you're on the wrong server. I don't think there's anything wrong with ECRP as it is; it's a very mixed bag, sometimes you will get great roleplayers, sometimes you will get broken penis when checking for wounds. You just have to accept that reality because no one will be able to change people, and no one is interested in removing 50% of the community so that the other 50% can have better standards. 

Posted
2 hours ago, alexalex303 said:

This is a light RP server with the majority of the population being light roleplayers; most people don't even play a character but an exaggerated version of themselves. I think you want too much from this playerbase; I was here when we "raised" crim RP standards and all it resulted in was even more friction, more staff intervention and less players playing. If you want every single interaction to be a high level one, you're on the wrong server. I don't think there's anything wrong with ECRP as it is; it's a very mixed bag, sometimes you will get great roleplayers, sometimes you will get broken penis when checking for wounds. You just have to accept that reality because no one will be able to change people, and no one is interested in removing 50% of the community so that the other 50% can have better standards. 

There are many other roleplay servers that have higher standards and are able to have a higher player count than ECRP at any given time. This mentality is exactly why RP on ECRP is going downhill and those who do want to participate in any roleplay are leaving the server altogether. I know holding a player base is important to staff, so increasing RP standards seems like a good way to go.

This post is for medical roleplay though. I think we're getting off topic.

Posted

Seeing as there was contention around the "when can PD/SD stabilize" issue:

PD/SD have access to the /stabilize command if there are 2 EMS or fewer on shift.  The reason it was set to 2 was due to the issue of supervisors and divisions in the past going on duty to do administrative tasks, and not responding to calls and additonally the assumption that if only 1 medic is on duty, the majority of the time they'd be unable to respond. 

At the end of the day, /stabilize is there to allow medical RP to be completed.  Just because you are /stabilized does not mean you are treated, hence why medics are only required to *know* the injury before running the command, not *treat* the injury before running the command.  

 

To the actual suggestion, I've said for years and will continue to say,  EMS needs proper script support.  Not the same script we've had since 2017 that relies on a single command and the goodwill of the community.  To literally quote what I wrote elsewhere:
 

On 5/23/2026 at 7:41 PM, NotMattch said:

Look at other servers and platforms and the medical systems they provide, where injuries are scripted based on the damage taken, how the damage was taken and where the damage was taken.  They then have to treat the injuries correctly with the right tools and equipment, i.e., blood loss from a GSW has to be resolved with a transfusion, the wound itself has to be stabilized with the correct amount of bandaging or even resolved by going through surgery where it's stitched up, etc.  Some injuries require monitoring as they aren't just fixed and you walk out based on how severe they are and do have some after effects.  One server I'm aware of has about 25 different medical items that all perform various functions.  Now I'm not saying we need 25 different items, but this is an example of how in-depth you can make the system. Obviously, it can be adjusted to fit the server better.

Additionally, this actually gives MD some much-needed love.  MD hasn't changed at all (excluding vehicles, MLO) since I joined back in 2019, it's been the exact same system forever.

If anyone wants to see a really in-depth system, go look up the Ace3 medical system in Arma 3

On top of the above, the way the server is as it stands encourages you not to interact with medics.

Interacting with a medic is a "time waste", you have to wait for them to arrive, god forbid you have to actually do some RP and then get taken to EMS and dropped off.

Alternatively, you get your friend to throw you in a trunk, drive you to EMS and drop you off before they take you back, all done before EMS would actually arrive.
Or, if you know where they are, you can just be taken to a black market doctor and healed without even needing the trip to EMS if you're close to one, which is even faster!
Why interact with EMS when I can pay for an instant heal or for a Heal-over-time effect in a fraction of the time?

  • Upvote 1
Posted

So there are a lot of good points in this topic, and some good responses as well.

I want to start with by saying this isn't a PD/SD issue for self-transporting, Does it happen? Yes, it has, however it's an in-character issue, and one that LSEMS High Command have been working with PD and SD's Command+ to resolve. However, I can't fault PD/SD for self-transporting injured patients or injured Officers/Deputies. The reason being is that this is where LSEMS fails; available units. During late nights, between midnight and 04:00am, you will be hard pressed to find Medics on shift. This is where LSEMS takes responsibility and cannot fault PD/SD. We need to look internally why people aren't clocking on during these times. We need to look into why people aren't applying to be a medic to fill in these time slots. 

The first answer to what I asked is for a bunch of reasons. I clocked on last night as the only unit for an hour. During that time I had 0 911 calls. Now was the server population low? Yes, but I being one out of the 50-60 people on the server, someone had to get hurt. Well, no one did, or if they did, they didn't call 911. Why didn't they call 911? Look back at my first paragraph; there's a pattern of units not around thus conditioning people that if they are playing during late night/early mornings on the server that you're not likely to get an EMS response to your 911 call.

Next part is, well the vast majority of our 911 calls come from crims. LEO's will drop a panic and get help from their own units, and potentially MD after a department radio reach out. The rest of the community is statistically crim. Well, you fell down a mountain scouting a lab and you have a kit on you. Do you risk calling 911 and either the call gets intercepted by LEO, a medic who is a straight arrow and won't approach because its a "dangerous area", or will call for PD because they see a gun and that's illegal. So, you have the chance of turning an accident into a 50/50 risk of being arrested, or being saved. So what's the right option? Option 3 of course; sending text messages to your friend to come and trunk you. Less riskier, better chance of surviving with your kit, their friend doesn't need to abide by the rules of the road, so they can 240 on the wrong side of the highway to come and trunk you.

To the second question I asked, why aren't people applying? Ignore the current dwindling numbers of people playing late at night as a reason because that's a horse beaten to death that we're all aware of. People aren't applying because of one reason; there's nothing to do. As I said earlier, we'll go hours without a 911 call. People aren't doing roadworker jobs anymore. I think in the last 2 months, I've seen a 911 scripted call for a roadworker scene about 5 times. So we sit in the Ambulance Bay, or drive around the city, sit at Legion Square, go to an event because people get silly when they know a medic is around. There's just nothing for us to do.

We have divisions that people can be apart of; AMU, Fire and Rescue, Air and Rescue, Public Relations, Basic Life Support, and the last two RED/Field Training require applicants/EMR's. So, let's take AMU for example, as it is the only one I am qualified to discuss confidently. It's a bleeding division. It's a division that requires in-depth roleplay that furthers character development. As pointed out earlier, this is becoming something less and less these days. Even then, when we do get the rare individual who wants it, we don't have individuals in MD who are interested in doing this in-depth roleplay that often. Even those that are fall victim to player availability; people at work, or busy with real life or they're on-duty at LEO. 

 

When the argument comes up about how Black Doctors could be stealing from RP from MD, its possible. However, I looked within the last week, and there were only 268 instances of individuals going to the Black Doctor to get healed. This is not that much, honestly. Looking at stabilize, there were about 180 instances in the last week, and about 110 instances of cpr, give or take for those that mention the commands in OOC chat. Yes, Black Doctors being used are significantly more than /cpr or /stabilize, but at a basic level of context, 268 is not that detrimental to need a Medic. Outside of that, when people DO need or approach a medic for healing, the roleplay we get is "I need a painkiller" or "I need an ice-pack". Now, we cannot deny a player roleplay, but I do like to prompt players to a bit more roleplay by telling them I don't carry painkillers. So I get them to think a little more on their injury and try and give them a little bit more roleplay.

 

However, I agree, MD needs more script support for medical roleplay, but the fact of the matter is, there are systems in place that completely negate needing MD. It's evident now, as MD can just exist as an MLO and people will still persist as normal. Sure those under NLR will increase, but people will still go on with their lives. All in all though, as MD exists as it is needs to be reflected upon internally before we can look to try and point fingers elsewhere. I do like getting public insight and views on the faction. I would like to know why people aren't calling for MD, what people thing MD is lacking to provide them in the server. What MD is doing wrong, and what you think we can do to improve. 

  • Upvote 1
Posted

I already made some comments on the other MD suggestion posted recently, but I'll throw in my take here on the suggestion and some of the responses. 

Firstly, I've spent the past 5+ years in LSPD, all of which has been in SWAT and I can tell you from experience, the reason why police will often self transport injured officers is because in most instances, its the safe and required option. When we come across an injured officer, its usually because they were shot down in an ambush situation. It makes no sense to sit in the middle of the dangerous area waiting to be shot ourselves to try to rescue an injured officer. We always try to prioritize getting the injured police out of the area before anything or anyone else and the best way to do that is get them into our vehicle as quickly as possible and rush them to the hospital to avoid getting ourselves hurt or killed in the process for what is still likely an active shootout area. 

As for treating either officers or criminals on scenes after a situation, as others have already stated, LEOs are unable to use the /stabalize command if there are more than 2 medics on duty. The script prevents it. The procedure is always for LEO to reach out over radio to MD and ask for their assistance. If there are either no medics on shift or they have said they are unavailable, then LEO will self treat and self transport, otherwise, we wait for medics to arrive whenever possible. If you find that PD/SD are still self transporting despite MD being available, escalate it to your MD command team and have them speak with PD/SD command about the issue to ensure it doesn't keep happening. 

I agree with others that a medical script would be nice to see. I think it would help attract interest in the LSEMS faction if the RP was more interesting to perform and had more benefits for players. 

I also believe the black market doctors did (and still does) actively hurt MD as a faction. It shouldn't be as cheap as it is with so many good benefits. I don't mind criminals have the option of a black market doctor in instances where they are injured and have illegal items on them, but I believe it should only be available as a reward to criminals factions of specific faction tiers to show good RP has been rewarded, but it should also cost more than normal legal treatment to ensure that MD assistance is always incentivized over other options that bypass MD as a faction. 

Lastly, I agree with what Ash said above that MD should take active steps to be posted up waiting in the actual hospital waiting for people to come in. If there was a medic conveniently available in the lobby when someone injured got dropped off and could be a free alternative to get healed over having to see the NPC behind the counter and pay $3k for it, I am certain a lot of people would take that option for the cost of a bit of RP. I also believe MD should have script capability for AMU to provide further in depth treatment to heal recovery and wellness rather than only HP. Perhaps this could go with the solution 3 mentioned in the suggestion to allow hospital beds to serve as a solution for this feature. There is no reason why black market doctors should be able to fix wellness, but LSEMS can't at an actual hospital. 

Posted

There's currently 0 reason to go to Pillbox for treatment

Painkillers can't be purchased cause they're out of stock, healing is $3500 where buying a blunt would be cheaper. Even if you wanted healing without paying for it or roleplay 75% of the time there isn't medics at the ambulance bays because there's none on-duty or the ones that are online get swamped with calls to where they don't have time to sit down for others to roleplay with. 

Adding more incentive to actually roleplay with LSEMS would be good though, allowing their /heal command to fix your wellness similar to the black market doctor. 

However I don't think we should force people to rely on them, still keeping the black market doctor as an option for players who would rather pay the cash or for times where there are no MD available, rewarding people who want to roleplay with the free healing rather than forcing it from players. 

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