I think the current situation makes absolute sense, at least for doctors. Modern medicine in general, and emergency medicine in particular, is very much based on following certain protocols to attain best possible care given available resources. The outcomes should be quite predictable for any given practitioner given the same set of circumstances (equipment, resources and patient's condition). Therefore it makes more sense to view the Doctor roll as a fixed roll akin to Electric Pulse, with a value set to the WIP of the doctor for convenience. What is variable is the status of the patient, which is what you can see the roll as reflecting. It would be unnecessarily cumbersome to rewrite the rules to have this structure when the result is mechanically identical, so I say it makes the most sense to keep it as it is. Many historical hex-and-counter systems with high simulationist ambitions use systems like these to attain a reasonable level of fog of war regarding the effects of enemy fire on your troops, and I don't see why it shouldn't work in Infinity. I don't know enough about battlefield repairs to equipment to do more than speculate, but I guess that if you need to remove an armour panel from a TAG to try to repair a servo, and then find that the panel is warped after taking a hit so you can't get it back in place properly would constitute a loss of STR for the TAG. Again, many historical wargames use the concept of a mission kill to represent units that need to retreat off the battlefield because they have suffered damage to their main armament for example. The tank or TAG isn't "killed", it is simply ordered to return to base for a proper repair in order to not risk the expensive platform.
Gameplay-wise, I would rather that medical skills weren't one-shot. For the fluff perspective, this is field medicine. The "patient" is down, status unknown. He's a Schroedinger's patient, if you will. The doctor finds out if they can save the guy or not. Same for Engie, finds out if field repairs are possible or the vehicle is scrap.
That doesn't make sense for operational TAGs that become no longer operational. He broke it, the idiot.
- Scotty, I need more power in that TAG! - But captain, the terrilium flux is already beyond 120%, if I increase it it will explode! ... - Sorry captain, I told you that would happen. - Scotty, you’re fired.
Well it's still killing people in C1. But at least Medkits don't inflict a PH penalty anymore and Regeneration(Automedkit) is automatic for free.
What's that referring to? You're still Prone after Unconscious, Healing doesn't change that (as far as I saw in the rules). Regeneration doesn't pop you up either. Easier Half Cover, same requirements for Total Cover. ?
From the Prone state section of the C1 rules: Troopers whose Unconscious State is cancelled will automatically cancel their Prone state as well. Edit: C1 still insists in putting the States section all the way at the end of the book, as if it where an appendice or something. It should be movement, combat, skills, equipment, states, and THEN everything else.
As a side note, I would've preferred this to be optional. But I think I like this better than N3 rules. But I also have a feeling that there's a chance W/Str restoration isn't even going to be the main issue when it comes to bringing back your stuff to functional state...