Injury Depth

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Kel
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Injury Depth

Post by Kel » #224013

Limbs would be considered disabled (ala in the same vain of having it removed) when they hit the damage cap. Head and torso don't really apply because they don't have a cap you don't reach until long dead.

Damage to arms would not contribute to movement slow, rather, it would add a higher click delay.
Damage to legs would especially contribute to movement slow.

Brute damage to the head would cause miscellaneous effects such as near sightedness, brief screen flashes, and forced stuttering.
Brute damage to the torso would briefly disable breathing, and perhaps occasionally cause stamina damage
(both of these would be at a relatively rare RNG chance with sufficiently heavy enough weapons)

Sharp weapons wouldn't make you fall down/dizzy when they crit, they would instead force heavy bleeding, and perhaps extremely rarely cause random organ failure if on the torso.


Just spitballing.
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DemonFiren
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Re: Injury Depth

Post by DemonFiren » #224018

Sounds like another case of baymed lite.
Like all baymed lite, excellent but will be shot down.
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Re: Injury Depth

Post by John_Oxford » #224029

Baymed itself is shit
Baymed Lite is less shit, but still to complicated to meet TG's pace

what we need is depth with simple fixes to it

punctured lung? use a epipen, remove your jumpsuit, plaster on a oxyseal patch. good for the next 15 minutes untill you can get to medbay to have a medibot (whom can now do surgery) to patch up your lung.

shit like that, basically. make things more complicated but easily fixable.
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Re: Injury Depth

Post by BeeSting12 » #224046

Our medbay can't even handle medical in its current state, we don't need to make it harder on them
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Re: Injury Depth

Post by PKPenguin321 » #224051

BeeSting12 wrote:Our medbay can't even handle medical in its current state, we don't need to make it harder on them
this doesnt really affect medbay at all, injuries are treated the same way, they just negatively impact you differently
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Re: Injury Depth

Post by kevinz000 » #224246

Sounds annoying and game ruining
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Okand37
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Re: Injury Depth

Post by Okand37 » #224267

I'd personally like to see more depth and danger to mortality, and I think it would be fun as I always personally found the surgical part of medical to be the most interesting. As long as its kept relatively simple, I'd love to see something like this implemented.
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Re: Injury Depth

Post by D&B » #224284

People are too shit and this would just be an unfun nerf.

By shit I mean generally unskilled. Most medbay doctors don't even know how to purge chems
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DemonFiren
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Re: Injury Depth

Post by DemonFiren » #224285

Then let them git gud.
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Kel
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Re: Injury Depth

Post by Kel » #224357

None of my suggestions should make it any harder on doctors than healing is already.

To escape the damage cap on a limb, slap a patch on it.
To stop grievous injury downsides, slap a patch on it.
The misc combat effects are more to simulate getting your face bashed in or someone hitting you in the chest with something heavy. They'll be annoying, sure, but they won't "ruin the game"
And finally, sharp weapons causing uncontrollable bleeding is just so crits can be more interesting as opposed to make them dizzy if applied to the head or knock them down if applied to the torso. The organ failure thing is basically RNG instant death and is almost certainly an awful idea, though.
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Re: Injury Depth

Post by Ezel » #225507

only if you get shot by a taser and get a unstabilized heartbeat
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Re: Injury Depth

Post by Shadowlight213 » #227089

Ezel wrote:only if you get shot by a taser and get a unstabilized heartbeat
Tasers giving you heart attacks? What could possibly go wrong?
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DemonFiren
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Re: Injury Depth

Post by DemonFiren » #227091

Should guarantee heart attacks to people with the corresponding toxins in their system.
Otherwise the victim has to be older than 50 :honk:

Unrelated, but getting shot with a taser while full of teslium should probably shoot lightning bolts around the vicinity.
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