Medical Bay (Apocalypse): Difference between revisions
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When an agent becomes injured in combat, they are best treated in a dedicated Medical Bay where their safety is assured, unlike in a public hospital. | When an agent becomes injured in combat, they are best treated in a dedicated Medical Bay where their safety is assured, unlike in a public hospital. | ||
One Medical Bay can treat | One Medical Bay can treat ten agents at one time effectively; further patients reduce the effectiveness of the bay. | ||
While being treated, agents cannot train. | While being treated, agents cannot train. | ||
Sending injured agents to battle is sometimes unavoidable: a medical bay will reduce recovery time from injuries greatly and thus reduces the chances of needing injured operatives engaging the enemy. | Sending injured agents to battle is sometimes unavoidable: a medical bay will reduce recovery time from injuries greatly and thus reduces the chances of needing injured operatives engaging the enemy. | ||
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== | == See Also == | ||
*[[Facilities (Apocalypse)|Facilities]] | |||
*[[Agents (Apocalypse)|Agents]] | |||
[[Category: Apocalypse]] | [[Category: Apocalypse]] | ||
[[Category: Bases (Apocalypse)]] | [[Category: Bases (Apocalypse)]] | ||
Revision as of 02:50, 5 November 2009
When an agent becomes injured in combat, they are best treated in a dedicated Medical Bay where their safety is assured, unlike in a public hospital.
One Medical Bay can treat ten agents at one time effectively; further patients reduce the effectiveness of the bay.
While being treated, agents cannot train.
Sending injured agents to battle is sometimes unavoidable: a medical bay will reduce recovery time from injuries greatly and thus reduces the chances of needing injured operatives engaging the enemy.
As long as an agent is at a base with a medical facility, healing will occur at midnight every day where the agent will receive a portion of his or her health back. This cycles every day until the agent is fully healed.