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Enhanced medical system #44

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caligari87 opened this issue Sep 26, 2018 · 8 comments
Closed

Enhanced medical system #44

caligari87 opened this issue Sep 26, 2018 · 8 comments
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enhancement New feature or request

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@caligari87
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No. I will not work on this. I promise.

But just in case I do.

[2:04 PM] MatthewTheGlutton: Fire: open up wound; Altfire: close up wound; Unload: remove bullet or other object; Reload: inject; Zoom: move to next injury; Firemode: switch between anaesthetic and sutures;

But I won't.

Maybe.

@caligari87 caligari87 added the enhancement New feature or request label Sep 26, 2018
@caligari87
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Additional thoughts (from Discord)

Primary focus would be "temporarily bandaged" wounds. Reopening those would make them into open bleeding wounds of course, so you'd have to work fast, but once done they become a properly closed wound.

Once all temp wounds are closed, you can move onto the closed wounds. They open bigger, bleed more, and require more work, but you have a chance to remove a percentage point entirely, 2F style.

Of course if you screw up there's also the chance of giving yourself a point of aggro... So cut carefully.

@caligari87
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Initial testing as of ba8c0c4 on medical branch. Not yet functional.

@caligari87
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Additional notes of my own here

@caligari87 caligari87 self-assigned this Oct 17, 2018
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HD's medikit buffs made this idea less viable as described above. Going to revisit in a slightly new form as a buff to the "bandaging" in exchange for medikit scarcity.


Idea is a "field trauma kit" that replaces or augments the built-in bandaging. Basically, you have:

  1. Fast stuff to turn open wounds into temp-bandaged wounds (bandages, tourniquets, quik-clot)
  2. Somewhat slower stuff to turn temp-bandaged wounds into treated wounds (staples, sutures, superglue)
  3. Other somewhat slow stuff to turn burns into treated wounds (salves/creams + bandages)
  4. Very slow stuff to remove treated wounds altogether (small doses of 2F extracted from medikit cartridges)

Each of these consumes some medical resource, but if you run out of everything then you still have the stock "improvised bandaging". Idea being that medikits would be a fast space-age cure-all but if they're more rare (via scarcity module) then the player still has the option of more complex treatment to achieve the same ends

@caligari87
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Looks like might need to narrow scope on this. The built-in improvised bandaging is pretty fast as-is for closing open wounds, so making it more complex and/or faster would be pointless.

Points 2 and 3 seem like better candidates for this, the focus being moving wounds from unstable to stable more quickly. Point 4 is also a good candidate, as healing wounds entirely takes a long time without blues or medikit treatment.

The main purpose of avoiding the medikit, for most people, is the random painstun while healing. Old medikit was better for this, but took lots more downtime. Need to find a middle ground there, or at least make it interesting.

@caligari87
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caligari87 commented Jul 7, 2020

Noting some intended mechanical changes for next time I work on this.

  • Ability to cycle through wound queue.
  • Zoom inspects a wound, giving detailed but fuzzy stats.
  • Add infection variable. Wounds start out with little/no infection. Every several seconds they have a chance to gain an infection point, increased with existing infection points. The higher the infection amount, the less chance of the wound dropping off when closed.
  • Saline mostly removes dirt, disinfectant mostly removes infection, but both can sometimes remove both.
  • Stapler can close wounds that haven't been fully treated, while sutures require wound to have all statuses below a certain threshold. Sutures will remove last infection point chance on a fully treated wound.
  • Wounds have chance to drop off every couple seconds after minimum timer. Untreated statuses contribute against heal chance. Wounds with any remaining infection will gain another point every failure.
  • Biofoam and bandages can be used to pack wound cavity. Biofoam will remove last infection point on a completely packed wound.
  • Move wound logic to the wound itself, handled automatically, instead of by tracker (UaS_WoundHandler will manually tick static wound thinkers)

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Further notes for continuing work.

  • Move all tools to a random normalized curve. Rolling under the current status will remove a status point, rolling over is a failure. This will allow statuses to be generally quickly treated but every wound will never be completely healed by player actions.
  • Wounds heal passive points if they're reasonably stabilized. Wounds remove when all negative statuses are at zero.

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Closing this, replaced with issue #117

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