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Smoke1

Medical RP change

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Posted

So this is not meant to be an argumentative or offend people in MD or cause any issues, But I feel the current system we have borderlines power gaming because you RP your wounds with /me's and /do's and a medic can just /stabilize and begin to heal you without any further RP or chance that the bleeding doesn't stop. I feel it completely ruins any attempt to have future RP. After that command hits you begin to start a timer to be healed and have 0 chance of dying or bleeding out unless it happens within the timer.  Now with that being said i understand why we can't have people just /do wouldn't help and stall to die BUT it would be nice to have 1 chance only to /do wouldn't help or /do the bleeding would not stop...  PD/SD can't use this command if medics are on duty and most of them do RP and don't just /cpr you. I just feel like the medics using that command is forced RP and doesn't allow /dice or any further RP. 

 

Any feelings or thoughts on this?? 

Posted

-1

We don't offer Death RP on this server. The way to use /stabilize, which was authorized by FM and MD High Command is that once we get a /do we can stabilize. This would be abused so much on scenes of shoot outs with LEO's and crims. The way it is now is working just fine, no need to change it.

  • Like 1
Posted



imo could make it if they had something like /try and it rolls a 50/50  where it would auto do a fail or a succeed so like 

medic: /me grabs a bandage, wrapping it around the GSW   

suspect: /try they succeed/fail in holding 


it would add a random 50/50 chance if it fails then they cant do /stabilize, if it fails they try more medical things

it would make it more risky and fun as it will be random and add more RP for both sides 

Posted
4 hours ago, ItsChubby said:



imo could make it if they had something like /try and it rolls a 50/50  where it would auto do a fail or a succeed so like 

medic: /me grabs a bandage, wrapping it around the GSW   

suspect: /try they succeed/fail in holding 


it would add a random 50/50 chance if it fails then they cant do /stabilize, if it fails they try more medical things

it would make it more risky and fun as it will be random and add more RP for both sides 

Thing is EMT's are not there to cure, they are there to treat, and stabilize for transport. MD is there to triage, not perform surgery. They're there to set bones that are broken, they are there to use transportable tools to slow, stop bleeding, and get the patient transported where a team of Emergency Room doctors will take care of them. If people want more RP following that, MD has Advanced Medical Unit (AMU) for surgeries, long-term physical care, checkups, etc. Stuff they can RP as a side-effect of their injury. They have Crisis Response Unit (CRU) which they can play into their RP of mental trauma.

By leaving things up to a 50/50 chance can put someone at a very lucky time to die, and thus getting out of charges, or out of a situation they don't want to be in. Hell, they could be involved in 4 shoot outs in a gaming session, and come out ahead in each one when caught by LEO's, and thus no consequences for actions. What RP does that give to MD? All I'm seeing here is chances to rob MD of roleplay, indicating that the roleplay they are providing isn't sufficient, or someone determining the RP isn't sufficient to their needs.

I again echo that there doesn't need to be a change to this.

  • Like 1
Posted
20 minutes ago, SquirtleSquad said:

Thing is EMT's are not there to cure, they are there to treat, and stabilize for transport. MD is there to triage, not perform surgery. They're there to set bones that are broken, they are there to use transportable tools to slow, stop bleeding, and get the patient transported where a team of Emergency Room doctors will take care of them.


What RP does that give to MD? All I'm seeing here is chances to rob MD of roleplay, indicating that the roleplay they are providing isn't sufficient, or someone determining the RP isn't sufficient to their needs.

I just suggested the 50/50 thing as its no different from rolling a dice but it could be used in more then just medical RP.

the 2nd part, i dont think it robs alot of  RP, it would add more if anything, if the bandages dont hold they can RPly add more pressure to the GSW and then recheck and they can do the /try again, if they get lucky and it goes in their favor then so be it imo.

and once stable they can be taken to MD where the other people like AMU can get involved, or an appointment could be made to have a  checkup with the person who was shot.  

they could also take away the death timer, where it doesnt auto kill you after a set time but after 800 seconds you need to hold "E" to respawn but they arent allowed to use it if in active medical RP with LEO or Medics.  If after 800 seconds past and no help has come then you can hold E respawn and follow NLR 

 

 

Posted

I like that idea the 50/50 chance would make it more fun and an "at chance" rather than a felt forced /stabilize and 0 rp after to change the outcome. MD has a ton of RP in fact i hear them talk about how boring it is treating broken legs 1000x a day, I was just looking for ideas on how to spice it up for everyone involved. There are times people die when being treated by medics irl.. The current system allows for no RP after a /do it made  

  • Like 2
Posted
On 11/13/2024 at 1:02 PM, Smoke1 said:

I like that idea the 50/50 chance would make it more fun and an "at chance" rather than a felt forced /stabilize and 0 rp after to change the outcome. MD has a ton of RP in fact i hear them talk about how boring it is treating broken legs 1000x a day, I was just looking for ideas on how to spice it up for everyone involved. There are times people die when being treated by medics irl.. The current system allows for no RP after a /do it made  

Yes it is boring when we watch someone get shot in the face with a shotgun then they do /do broken leg. But this suggestion wouldn't change that.  What i WOULD be for is /stabilize not being a permanent death timer stop to encourage a certain amount of urgency for getting someone to the hospital as i do agree people do sometimes get stabilized by MD then kind of just have to sit there while the next 20-30 minutes of RP is done with nothing to do.

 

Obviously as MD we can still interact and continue rp with you but as someone whos been on a scene with 5-10 injured by myself thats just not always feasible.

 

overall -1 tho to adding random chance into the RP.

Posted

As a former command member of MD, I do not see this as a positive change, but I will include my previous suggestions.

 

How the stabilize command should be changed. It shouldn't completely stop you from bleeding out, but instead, it should place you at full health and then very slowly continue to drain. You would then have to restabilize the patient to refill their health, but using stabilize a second time would only give you half of your health back and continue to slowly go down. On the final use of /stabilize you would then only be given back a quarter of your health.

I feel that this would be beneficial for all parties involved. This gives MD additional RP to keep treating the patient, it would give criminals a chance to bleed out, and it would light a bit of a fire under the ass of PD/SD to get charges placed so the patient doesn't bleed out.

Posted
8 minutes ago, GodDammitKopi said:

As a former command member of MD, I do not see this as a positive change, but I will include my previous suggestions.

 

How the stabilize command should be changed. It shouldn't completely stop you from bleeding out, but instead, it should place you at full health and then very slowly continue to drain. You would then have to restabilize the patient to refill their health, but using stabilize a second time would only give you half of your health back and continue to slowly go down. On the final use of /stabilize you would then only be given back a quarter of your health.

I feel that this would be beneficial for all parties involved. This gives MD additional RP to keep treating the patient, it would give criminals a chance to bleed out, and it would light a bit of a fire under the ass of PD/SD to get charges placed so the patient doesn't bleed out.

This is a really good idea Im all for it!! Same for what CUP said i think both are great. I think your idea's are actually what we should do!

Posted

-1.

IC actions, IC consequences. alot of the time the IC consequence for criminal acts is DOC time, this is a big reason as to why death RP isnt permitted, otherwise 90% of crims would "/do the treatment wouldnt work." every time they got beat and downed, to skip DOC time, licence suspensions, criminal records etc.

You still get this, ofcourse. and then you have to force the RP to comply with server rules. at which point they get real loud in /b like "woooow forcing RP is wild." dude youre literally trying to force your death...

Posted

in theory? great idea. in practice? bad idea. it would be abused by players looking to get out of repercussions for their actions.

What I can say is law enforcement and MD has on occasion /stabilized before doing any RP, which i feel should be considered Powergaming. but that doesn't happen very often in my experience. The other issue i've ran into is the overall quality of /me and /do RP from law enforcement could have some improvement. a bandage and an icepack for everything is minimal effort RP and they should have some basic standards expected out of them. bleeding out takes 3-10 minutes, with no timer or way to know when it will happen. Both sides actively try to get the advantage. GOV players force RP to make sure the crim player gets punished, while crim players will try to extend the RP in hopes they bleed out and avoid punishment.

honestly i think the root of the problem is DOC RP as a crim is stale and wildly boring with no options other than to AFK or fight people for stamps. but thats a different suggestion to fix that.

Posted (edited)

There used to be DeathRP on the server a long time ago. Basically, if you had more than 2 head wounds, you could do death rp, however, your rp had to be very well done to get it approved. 

This has since been removed as players abused the death rp by stalling their RP by making the statement "i was being very detailed and I died." Thus getting them off the hook. After abuse of deathrp got too much, it was removed.

Now you get /stabilized once you reveal your wounds to MD. LEOs can also do this when there is too little md units, which is eh and IMO, they wouldn't have the proper training ic to fully prevent a gsw trauma patient from dieing.  I whole heartedly feel stabilizing should be reserved for MD alone as they are trained for that. If MD isn't on duty, oh well, take precautions to minimize damage done to a person. IRL police don't even try to stabilize a person until they are disarmed and no longer a threat. Many times, the mortally wounded criminal passes away from injuries. It happens. 

So I would disagree on changing MDs treatment method, and focus more on removing it from LEOs and just leave them with BLS. That would force realism into play and allow MD to be the sole reason why trauma patients can survive.

I also feel that if your 15 is shot 15 times and medical treatment is done...I'm sorry, 15 gsws are not gonna just magically stop being a threat to life because I /stabilized . I loathe sitting on scenes for 20 mins with 15s absolute riddled by large caliber bullets just because a police report needs to be done. Let us treat, and transport ASAP, then finish the police report.

Edited by Nubbsauce
Posted
1 hour ago, Demonmit1 said:

What I can say is law enforcement and MD has on occasion /stabilized before doing any RP, which i feel should be considered Powergaming. 

Youre right, it is very rare. and as you said yourself, crims also get suspected of massively stalling their responses too. in both cases it is both frowned upon, but also almost impossible to prove it was deliberately done. mistakes happen, people misorder or miss RP prompts particularly during large scenes. What is hard written into the rules is that forcing your own death isnt permitted, and if someone BLS trained gives you adequate RP to keep you alive until you are rushed to hospital, you must accept that even if you have to suspend your belief cus you were shot in the head. lets aim for that.
 

1 hour ago, Nubbsauce said:

Now you get /stabilized once you reveal your wounds to MD. LEOs can also do this when there is too little md units, which is eh and IMO, they wouldn't have the proper training ic to fully prevent a gsw trauma patient from dieing.  I whole heartedly feel stabilizing should be reserved for MD alone as they are trained for that. If MD isn't on duty, oh well,

-You realise that the server time where an MD unit is available vs when they are not is at best 50/50. that is not an exaggeration. aside from JB and possibly DCC MD would have the least people on at any given time currently. and even if they do have someone on duty that dosent automatically mean there is an ambulance on duty and standing by for calls. they have other duties. so the idea that half the time people get NLRed simply because no MD are on and "oh well thems the breaks" is a wild take...

-All LEOs are required to go through BLS certification during their academy if they have not already obtained it. theres also a section in their academy where they mock a BLS session involving GSWs. they have recieved training which would help them tend to GSW injuries and they absolutely carry the equipment in their cruisers to give it.

-LEOs must check to see if an MD unit is active and available before stabilizing. its not that they cant be arsed. if an LEO is stabilizing you its either because no MD unit is available or none are online.

1 hour ago, Nubbsauce said:

I also feel that if your 15 is shot 15 times and medical treatment is done...I'm sorry, 15 gsws are not gonna just magically stop being a threat to life because I /stabilized .

From a realism perspective the idea that you could get shot 14 times and walk away is also nutty 🤣 but this is a videogame. particularly with gunplay and what a persons body is physically capable of sustaining you have to suspend your disbelief.

when you crash your car, or roll it, or get shot a few times but dont go down, do you roleplay that out realisically laid up for a few days or do you carry on playing the videogame, eating food, drinking and chugging pills to recover your health. if this is perfectly acceptable practice then i really dont think unrealistic injuries should come into the conversation.

Posted

A lot of medical RP comes down to injury and who is involved in the roleplay situation on both sides. Some of my favorite scenes from a medic perspective were when there were extreme injuries that had to be treated multiple times. On these bigger scenes, I would ride in the back of an ambulance and provide medical RP (in terms of the ambulance itself) all the way to the hospital while an EMT was transporting. This was a way for me to show EMT's and Paramedics that there was not a limit to medical RP. I understand the thing with stabilize but it (at the moment) is a command that lets you stay alive. From that point, I don't see any issue with letting some form of treatment fail, especially if you are prepared with realistic injuries. In terms of making the script not protect the medics' RP, -1. Especially for the super injured, the length of time and creativity would cause issues in providing the best treatment and making it fun for the parties on both sides.

Who knows, if medical RP overnight changes for the much better, maybe staff would consider a change.

Posted
On 11/13/2024 at 11:05 AM, ItsChubby said:



imo could make it if they had something like /try and it rolls a 50/50  where it would auto do a fail or a succeed so like 

medic: /me grabs a bandage, wrapping it around the GSW   

suspect: /try they succeed/fail in holding 


it would add a random 50/50 chance if it fails then they cant do /stabilize, if it fails they try more medical things

it would make it more risky and fun as it will be random and add more RP for both sides 

+1. It d add realism and more RP and realistic death RP. Like the death rp would not be upon player but upon randomness. I’d also make the chances of try dependent of the wounds (like knife stab would have higher chance of not failing unlike gunshot wounds)

Posted

Honestly I think the practice with ability to force death rp is bad idea. Although death rp through randomness could be cool and realistic. It might force LEOs to use other methods of decapscitating criminals like for example K9s. 

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