Okay, I have 0 expectations but I keep getting ideas.
I had a close call recently where my character was right on the edge of death because of a bleeding leg but healing her went through the body from top to bottom. I think it should prioritise the parts with the most damage.
I know limb loss and prosthetics are luxury but for how much long term damage could add to the game, I think there should be a placeholder system. If a limb hits the threshold, it can simply take SIGNIFICANTLY longer to heal and regain function, taking at least a few days of bedrest.
I also don't think the enemies looting is very satisfying right now. Sometimes they'll grab a sidearm but consistently refuse to replace their rusted junk and rags with an Edgewalker and top tier armor, grab medkits, or other valuables. I don't know what's going on in the looting functions but I think bandits should loot more aggressively. At the very least as an unused function that modders can use. As an addition, it would be nice to lose from your endless reserves of money. 50% of it can be considered stashed, the rest is considered evenly divided among squad members, so if one gets looted, you lose that person's share and it appears as the cats item in the bandit's inventory.
Least likely for last. I'd love a hardcore toggle for showing enemy stats and faction. What makes the player so invincible in games is practical omniscience, and part of what makes violence scary is not knowing your opponent. This can force calculating risk by guesswork which would add a lot of tension. To add on to that, the stats can be invisible until the NPC gets into any combat, not necessarily with you. They're revealing how good they are.
Medic prioritise critical limbs, placeholder limb damage, more looting, optional hide info
I brought this up more than a year ago I think. I believe it's a pretty basic requirement for survival. I learned it when I was 9 in cub scouts. Just taught it to my kid a couple years ago, he was 8.Spooky wrote: ↑Mon Sep 25, 2017 10:19 amOkay, I have 0 expectations but I keep getting ideas.
I had a close call recently where my character was right on the edge of death because of a bleeding leg but healing her went through the body from top to bottom. I think it should prioritise the parts with the most damage.
The biggest thing is to stop the active blood loss before working on bandaging the rest of the wounds.
Should look something like this:
loop while PC is wounded
..... if active bleeding = yes
..........stop highest active blood loss
..........loop
..... else
..........if head damaged = yes
...............Bandage head
...............loop
..........endif
..........if chest damaged = yes
...............bandage chest
...............loop
..........endif
..........if torso damaged = yes
...............bandage torso
...............loop
..........endif
..........If other damaged = yes
...............bandage worst damaged
...............loop
..........endif
..........if bandaged limb = yes and not splinted
...............Splint most damaged limb
...............loop
..........endif
.....endif
endloop
(sorry for the dots. the editor stripped leading spaces)
it works on most life threatening ,
it stops blood loss first - cause if you lose consciousness you can't very well continue first aid.
then it heals Head Chest Torso , cause if your brain or heart stop functioning well...you losing your leg isn't going to really matter much. then it works on your arms , and then legs.
because in the end those are the most important priorities. once blood loss is gone, its just a matter of waiting for things to heal, or finding some help.
it stops blood loss first - cause if you lose consciousness you can't very well continue first aid.
then it heals Head Chest Torso , cause if your brain or heart stop functioning well...you losing your leg isn't going to really matter much. then it works on your arms , and then legs.
because in the end those are the most important priorities. once blood loss is gone, its just a matter of waiting for things to heal, or finding some help.
-
- Information
-
Who is online
Users browsing this forum: No registered users and 11 guests