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Demonmit1

Scripted Medical system

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Posted

Gone are the days of "/do would this help?" and then arguing with the player over the quality of medical RP. Lets have a scripted medical system. how?

1. using /mywounds, the quantity of wounds, along with the players wellness, would determine the severity of the "wounds"

2. Based on the severity of the wounds, a player attempting BLS on another has to complete a certain number of minigames ( AFAIK, Thang had developed several different minigames other than the circle minigame, like the newer waking up someone from unconscious) completing the minigames without failing will determine your success or failure of providing adequate medical treatment.

3. Make BLS kits / IFAKs, / ALS kits a physical item with durability. being in possession of a kit is required to provide BLS. different kits have different hit points of durability. BLS < IFAK < ALS. 

4. anyone can do BLS, but having a Medical License makes the minigames easier. being on duty as EMS makes them even easier. fair way to justify "skill/training" as a character.

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Posted

While I can see some people not wanting this cause it gets rid of the /me's and /do's aspect of medical rp, I +1 this. You can still do /me and /do rp with this after or before the minigame if you so choose to, it just now gets rid of another problem within the server imo.

Posted

This is 100% a real issue, when cops are providing you first-aid you require a quadruple bypass and treatment to fifty seven bullet wounds but when your homie is spamming /cpr after a shootout it "just helps". 

A scripted medical system would stop this abuse and see all situations treated equally.

Posted

As the current faction lead of LSEMS, I will state this is a sticky slope that risks taking away even more roleplay from a faction that is already heavily affected by things like trunking, the black market dealer, and a period of time where players for the faction were nearly non existent for long stretches of time. 

That being said, I would love to see more complexity to the process of medical treatment versus faction members having to treat 105 broken legs a week that amount to /do broken leg, /do helps and /do able no matter what roleplay we offer, so I'll +1 it with a few caveats:

 - The mini game is not implemented into the /stabilize command. We spend a lot of time teaching faction members how to properly roleplay basic medical treatment and even more time teaching players how to roleplay in divisions like AMU which cover more complex treatment like surgeries. I agree it would be beneficial with the /cpr command, with the addendum the game becomes more difficult the more times you run it (similar to how more expensive cars are harder to picklock) to cement the fact that as it is, /cpr is only meant to be run once per treated injury which we all know isn't happening. 


- Active, on duty LSEMS personnel do not have to scriptly reup their ALS kits and instead need to RP refilling their ambulance and ALS kits every time they clock on, mandated much like changing into their uniforms and turning on a bodycam. We work out of a hospital and are surrounded by medical equipment both in vehicle and out, the chances of 'running out of supplies' is extremely slim even in Code 1 situations. 

In addition to this, and this is something I have brought up before, I would love to see more drawbacks to trunking such as lowered wellness recovery, higher costs, etc. I'm not particularly picky on how it plays out but it would be nice to have actual benefits to utilizing available roleplay versus shoving a dying person in your trunk and speeding to the nearest hospital drop off. 

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Posted
14 minutes ago, risk said:

In addition to this, and this is something I have brought up before, I would love to see more drawbacks to trunking such as lowered wellness recovery, higher costs, etc. I'm not particularly picky on how it plays out but it would be nice to have actual benefits to utilizing available roleplay versus shoving a dying person in your trunk and speeding to the nearest hospital drop off.

If there is X amount of MD on shift make the dropbody not work or only work to BLSing somebody 

Posted
21 hours ago, risk said:

- The mini game is not implemented into the /stabilize command.

yeah thats reasonable to request. The point of making BLS more of a scripted interaction is just to make it fair and consistent. no more arguing about /do does this help? and then being told no, as if the player being treated has any idea of basic medical treatment, and then an argument being after RP is forced. it also solves the issue of abuse of the command, with no to absolute minimal RP being used to rush through it when being BLS'ed is an advantage for a player.
 

21 hours ago, risk said:

- Active, on duty LSEMS personnel do not have to scriptly reup their ALS kits

This is where I disagree. I dont know the correct way to implement what I want, but there could be some form of mechanic that allows easier BLS depending on the type of BLS kit you have, along with having a BLS license or being an on duty EMS. this would allow typical BLS kits to be the standard, while getting possession of a IFAK, or a ALS kit, either through theft, corruption, etc, would be a benefit for criminal players. these "government only" assets that are better than the default being something accessible via /FL would create some value for non government players to obtain these items however they see fit. Generating interactions, conflict, etc, which fosters player to player RP.

Posted

The concept is more like, oh you got ran over, its a single injury in /mywounds, a player doing BLS on you has to complete a single minigame to /CPR you. you get in a fist fight, the /mywounds is like 6 wounds, now its 2 minigames that need to be completed to /cpr you. you get in a gunfight, and have 20 gunshot wounds all around you , now its 5 minigames need to be completed to successfully /cpr you. having a medical license, on duty EMS, or having a better BLS kit like an IFAK or ALS kit, would make the minigames much easier to complete.

Posted

To start with, the ideas that Risk has presented is 100% on board with my views as well as a member of LSEMS. Day to day, I hear more cars driving through the drop off from a trunk than we're getting for 911 calls. Now this may just be a recovering effect of lower faction members at the end of last year up to the start of this year, but any means to justify needing to rely on a faction dedicated purely to medical treatment would be appreciated.

 

27 minutes ago, Demonmit1 said:

This is where I disagree. I dont know the correct way to implement what I want, but there could be some form of mechanic that allows easier BLS depending on the type of BLS kit you have, along with having a BLS license or being an on duty EMS. this would allow typical BLS kits to be the standard, while getting possession of a IFAK, or a ALS kit, either through theft, corruption, etc, would be a benefit for criminal players. these "government only" assets that are better than the default being something accessible via /FL would create some value for non government players to obtain these items however they see fit. Generating interactions, conflict, etc, which fosters player to player RP.

This here I will disagree with. Start introducing a mechanic to a faction that's full system is based on neutrality, and you're giving players a reason to attack, rob or kill Medics solely for their assets. Now, should a Medic be running their mouth and warrants being attacked or robbed is one thing, but purely for the gains of an ALS kit isn't the route to go in my opinion. In my opinion, by making an ALS kit an asset that's lootable isn't generating Player to Player RP, but PvP RP instead. 

While I'm not against conflict, as no faction should ever feel immune to conflict, I am against generating conflict on the basis of only obtaining assets. Interactions are fine to be generated, but those are generated through necessity of the faction duty, and shouldn't be due to what is in the players inventory. I understand you're saying this might not be the correct way to implement this, and while I would be open to other alternatives, I just think the means of promoting attacking of a neutral faction, meaning there's no other reason to attack them, for asset gains isn't the route to go. Personally, I am fine with the functionality as is.

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