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penguinkibble

Take away the /Stabilize command or introduce chance of death with injuries

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Posted

Before I start this thread, I know death RP is not a thing, but death is scriptly in the game, and I think script should be written to introduce death from wounds, especially multiple gunshots, even if treated by EMS. 
 

For example, if a police officer unloads a magazine from a rifle into someone, they should have a very low chance of surviving that incident. I know the police officers won’t get the satisfaction of gunning someone down AND being able to arrest them afterwards, but I do believe it would add a layer of realism and potentially make the LEO factions less trigger happy, and they’d have to answer to their superiors about why a subject was killed. 
 

I have a character that was unloaded on by an officer today while he was handcuffed, the officer shot him 20ish times with a service carbine (.556).  Being shot 20 times with a .556 is not a survivable event. As a former IRL paramedic, I’ve always found it ridiculous that you can be blown up in your car, riddled with bullets, and after 1 command (/stabilize)  or 30 seconds of RP with an ambulance worker and you’re good as new. 
 

this will also curb the problem with police being shot by gangs, being rushed to the hospital, and 3 seconds later being able to come back and continue the same fight. 

The last paragraph also applies to gang shootouts, instead of them being able to be shot at a lab with heavy rifle ammo, rushed to the hospital by their fellow gang members, instantly stabilized, and returning to the fight, they should be dead and NLRd do to their severe wounds. 
 

I think a big reason we have so much brutal tactics from the LEO factions is because they have zero fear of accidentally killing you, they know they can ram your car until it blows up with you inside of it, riddle you with bullets, etc, and still be able to arrest you. 
 

I think this change would make both crim and LEO factions less trigger happy, and have more fear for their lives when engaging in dangerous activity. 

Posted

I think you mean well with your suggestion but with how the server actually is, this would actually do the opposite. The fact is, the escalation and the use of force from LEO is a product of what they have to contend with from the criminals.

Don't lean too heavily onto the realism argument because it kind of goes out the window when you realise that people who die committing crimes actually lose less than someone that goes to jail does.

There are no real consequences to dying, other than an inventory wipe and a minor financial loss.

It's not the solution to the problem you're talking about.

Posted
2 hours ago, Bala said:

I think you mean well with your suggestion but with how the server actually is, this would actually do the opposite. The fact is, the escalation and the use of force from LEO is a product of what they have to contend with from the criminals.

Don't lean too heavily onto the realism argument because it kind of goes out the window when you realise that people who die committing crimes actually lose less than someone that goes to jail does.

There are no real consequences to dying, other than an inventory wipe and a minor financial loss.

It's not the solution to the problem you're talking about.


“There are no real consequences to dying” 

it’s the same consequences, minus having to tab out AFK for an hour in DOC. And it’s still more consequences than a cop would have dying, as they lose actually nothing. 
 

since we’ve seen a noticeable decline of crims playing this server, maybe LESS consequences is the route to go, as a death would get them back into the game faster. 

it seems you want to punish people OOCly because that’s all DOC is, (Tab out and Netflix) or just log off. 
 

this would make LEOs like your character want to de escalate situations like real police officers (as least amount of force as possible) so you can secure the arrest and not end up with a dead body. 

Posted
1 hour ago, alexalex303 said:

Can you explain how this would work? 

Would you have a flat chance to die and not go to injured state, or what are you proposing exactly?


Maybe a 10% less survival chance for every bullet you’re hit with, taking away the /Stabilize command. 
 

Explosion while inside car should be 0% survivability, pump shotgun as close range should be 50% survivability, etc. it’d be up to the developers but I’m sure we could come up with a decent mechanism 

Posted
1 hour ago, penguinkibble said:


Maybe a 10% less survival chance for every bullet you’re hit with, taking away the /Stabilize command. 
 

Explosion while inside car should be 0% survivability, pump shotgun as close range should be 50% survivability, etc. it’d be up to the developers but I’m sure we could come up with a decent mechanism 

How would this help with gang vs gang fights, since they do not have access to stabilize?

They usually /cpr and trunk to MD.

Posted
12 hours ago, penguinkibble said:


“There are no real consequences to dying” 

it’s the same consequences, minus having to tab out AFK for an hour in DOC. And it’s still more consequences than a cop would have dying, as they lose actually nothing. 
 

since we’ve seen a noticeable decline of crims playing this server, maybe LESS consequences is the route to go, as a death would get them back into the game faster. 

it seems you want to punish people OOCly because that’s all DOC is, (Tab out and Netflix) or just log off. 
 

this would make LEOs like your character want to de escalate situations like real police officers (as least amount of force as possible) so you can secure the arrest and not end up with a dead body. 

If that is your mind set then maybe you should consider doing something else with your time, rather than playing here. 

Enjoy Netflix.

Posted
13 hours ago, penguinkibble said:

 

it seems you want to punish people OOCly because that’s all DOC is, (Tab out and Netflix) or just log off. 
 

 

That's all that DOC is precisely because of mindsets like this. DOC is what you want it to be, and creativity and inventive rp is fully encouraged by the DOC faction (as long as it's within the rules). 

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Posted (edited)
16 hours ago, Bala said:

I think you mean well with your suggestion but with how the server actually is, this would actually do the opposite. The fact is, the escalation and the use of force from LEO is a product of what they have to contend with from the criminals.

Don't lean too heavily onto the realism argument because it kind of goes out the window when you realise that people who die committing crimes actually lose less than someone that goes to jail does.

There are no real consequences to dying, other than an inventory wipe and a minor financial loss.

It's not the solution to the problem you're talking about.

i think if a crim goes either to jail or died is none of your business, unless you enjoy the other part suffer from your RP standarts.
i guess this suggestion will increase the realisme which will be exploited by crims sometimes, but it would be an upgrade to balance both LEOs and crims RPers gameplay.

in conclusion crims will love this, LEOs won't care, and toxic LEOs will unssuport it, and people like you who thinks crim RP is bad thing as in real life is the why server is down these days, and trust me crim RP is rare, what you and i see now is PvP rp.

Edited by imran
Posted
11 hours ago, imran said:

i think if a crim goes either to jail or died is none of your business, unless you enjoy the other part suffer from your RP standarts.
i guess this suggestion will increase the realisme which will be exploited by crims sometimes, but it would be an upgrade to balance both LEOs and crims RPers gameplay.

in conclusion crims will love this, LEOs won't care, and toxic LEOs will unssuport it, and people like you who thinks crim RP is bad thing as in real life is the why server is down these days, and trust me crim RP is rare, what you and i see now is PvP rp.

Agreed 

Posted
14 hours ago, imran said:

i think if a crim goes either to jail or died is none of your business, unless you enjoy the other part suffer from your RP standarts.
i guess this suggestion will increase the realisme which will be exploited by crims sometimes, but it would be an upgrade to balance both LEOs and crims RPers gameplay.

in conclusion crims will love this, LEOs won't care, and toxic LEOs will unssuport it, and people like you who thinks crim RP is bad thing as in real life is the why server is down these days, and trust me crim RP is rare, what you and i see now is PvP rp.

If you want people to die extremely easily then we can get rid of MD, DOC entirely because who needs that? It takes away a huge chunk of the server and ultimately won't do anyone any good. If you want to have gun fights and die with 0 chance of consequences then GTA Online is your ideal place.

Posted
1 hour ago, DaddyShrood said:

If you want people to die extremely easily then we can get rid of MD, DOC entirely because who needs that? It takes away a huge chunk of the server and ultimately won't do anyone any good. If you want to have gun fights and die with 0 chance of consequences then GTA Online is your ideal place.

LOW IQ take… I’m all for MD and DOC, just against being shot 20 by police because they know they can just /Stabalize

Posted
3 minutes ago, penguinkibble said:

LOW IQ take… I’m all for MD and DOC, just against being shot 20 by police because they know they can just /Stabalize

You remove /stabilize and circa. 80% of people who end up in DOC now, won't be there. MD is then near enough pointless because what's the point in trying to save someone if they're near enough guaranteed to die. 

This is a GTA server after all, you can't have complete realism. If we did then people wouldn't start the Battle of the Somme at 5am everyday just because they're bored, we also wouldn't have people running around with literal military grade weapons like it's nothing.

I highly doubt you'd like the realism to come back on you and be given out in the same way, I'm happy to be proved wrong.

Posted
6 minutes ago, penguinkibble said:

just against being shot 20 by police because they know they can just /Stabalize

It's not so much they are shooting you 20 times because they know they can just use /stabilize, but it's the fact they have to shoot you 20 times to keep you from shooting back.

The health system is fairly basic. It's hit points, armor, and buffs. When your health reaches zero, it gets temporarily filled in the injured state with a small damage tick. When that reaches zero, you die. Until you are in that injured state, you are just as much a threat to them as someone who is full health.

This isn't Tarkov or ACE3. There is no system for abrasions, avulsions, contusion, crushes, cuts, fractures, lacerations, velocity wounds, or punctures. No system for heart rate and blood pressure. No system for blood loss. There is no unconscious state from pain or low heart rate, or low blood pressure. There is no multiple types of bandaging for the different types of wounds, no splints, no tourniquets, no saline, no blood transfusions, no morphine or epinephrine or adenosine injectors to stabilize your patient.

It's a game of your health, armor, buffs, and DPS vs their health, armor, buffs, and DPS. First one to zero loses. Neither of you are going to worry about taking a round and bleeding out. Neither of you are going to get shot in the head or neck and that practically be a death sentence. Neither of you are going to flinch from pain and throw off your aim, make you unable to aim accurately, or force you to fumble and drop your weapon entirely. You are going to pump each other full of lead until one of you either runs away or gets injured.

/stabilize also isn't instant. It locks you into an animation; one which if a person took to long to get to you, or if someone is a little too zealous with their rounds after you are injured, can take enough of your health you will succumb to the damage. Saw it plenty of times at EMS.

Posted (edited)

I've had this conversation a few times with multiple people and in the end they always agree. I feel like the /stabilize command should not exist or should not be used for serious injuries, sure it could be used for a broken arm, broken leg etc as they are not life threatening but anything more such as GSWs it should not be used. For serious wounds the RP should have to be done and /cpr utilised.

Right now the /stabilise command is used which takes around 30 seconds and the person becomes invincible after being shot 30 times having one of their GSWs treated, where they will then sit in the back of a cruiser for 40 mins until they are taken to MD. I suggest the change should be the /cpr command should be used for for serious injuries and they SHOULD be continuously monitored by the medic or cops until they are taken to MD as they are dealing with serious injuries instead of being in a unkillable state using a command. It would make it more realistic and speed situations along as people will actually be on a 'timer'.  
Maybe a MD change @risk.

Another note is cops should not have access the the /stabilise command at all and should only be for Medics unless it will get opened up for the entire server to use it for small injuries 
 

Edited by Jay_Valentino
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Posted
6 minutes ago, Jay_Valentino said:

I've had this conversation a few times with multiple people and in the end they always agree. I feel like the /stabilize command should not exist or should not be used for serious injuries, sure it could be used for a broken arm, broken leg etc as they are not life threatening but anything more such as GSWs it should not be used. For serious wounds the RP should have to be done and /cpr utilised.

Right now the /stabilise command is used which takes around 30 seconds and the person becomes invincible after being shot 30 times having one of their GSWs treated, where they will then sit in the back of a cruiser for 40 mins until they are taken to MD. I suggest the change should be the /cpr command should be used for for serious injuries and they SHOULD be continuously monitored by the medic or cops until they are taken to MD as they are dealing with serious injuries instead of being in a unkillable state using a command. It would make it more realistic and speed situations along as people will actually be on a 'timer'.  
Maybe a MD change @risk.

Another note is cops should not have access the the /stabilise command at all and should only be for Medics unless it will get opened up for the entire server to use it for small injuries 
 

100% agree jay, nice to see some brains on this thread 

Posted

I wasn't planning on responding to this but as I was tagged - removing a large portion of roleplay from an already under utilized faction is not the answer in my opinion. LSEMS is the only utility faction in the server that can be fully bypassed. If you want an ad, you need Weazel. If you want a cab, you need DCC. If you are in DOC, they handle your property and handle inside the cell block. If your car breaks down, you need Bayview or Benny's after using a repair kit. But if you need a revive, you have trunks and you now also have black market doctors.

When it comes to replacing /stabilize with /cpr, the reality is straightforward. Players use /cpr very differently depending on the situation. There is a significant difference between how people use the command in normal scenes and how they expect it to be used when it is being applied to them in a situation they do not control. That is not speculation - we have consistent evidence in logs that shows this.

Without a script dictating injuries, which I am personally against for creative reasons, players would be free to claim any injury for any scene to determine whether they receive /cpr or /stabilize. Most will choose simple outcomes because it ends the interaction faster. As it is, many of our calls look like this:

/me sets ALS bag down and begins to inspect the patient
/
do What do they see?
/
do Broken leg

A quick treatment, a short exchange, and the scene is over. Outside of players who want to collaborate with AMU, very few people approach medical scenes with the goal of making them interesting.

I really can't support removing or replacing /stabilize unless there was a major shift in how the community approaches medical roleplay. Right now, medical is treated as a means to an end, not as a shared storytelling opportunity. It's even common for us to arrive and find that the patient has gone AFK because they know we will eventually stabilize them and transport them regardless. Other utility factions experience their own issues, but we are the only one that players can completely avoid.

As far as I am aware,  /stabilize was offered to LEO when fewer than two medics are clocked in with the intention to prevent scenes from stalling and to recognize that CPR is often used very inconsistently depending on the desired outcome for the person receiving it. The argument of being shot multiple times reasonably leading to your death is heard; however, the same counter-argument could be made from multiple angles. Realism is great, but it stops being a valid argument when it's one sided. 

If the concern is the amount of time someone spends in the back of a cruiser before transport, that may very well be a valid discussion. There are already suggestions that address this and I am always open to changes that increase player enjoyment. What I cannot support is a change that further reduces the limited variety of roleplay opportunities LSEMS already receives.

With all of that said, I do agree that stabilize can be expanded. I have discussed ideas elsewhere such as adding monitoring, RP check ins, follow up care if treatment begins to fail after a visual cue, and more depth in general. These additions would enhance scenes for everyone without removing the one mechanic that keeps LSEMS from being fully replaced.

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Posted

I don't think you fully understood what I was trying to say but I appreciate you for replying. 
If anything imo this would increase how much medics would have to RP as they would need to constantly monitor their patients like they would IRL. But using the /stabilise command less or for different injuries makes a lot more sense than just being able to /stabilise someone that has been shot 40 times and then they just become invincible.

I can fully understand the frustration of dealing with crims for example that have just be injured by cops as all they can think of is that they are going to spend 3+ hours in doc and stare at a wall. They just will not want to RP with medics and just want it over with. 

I guess a counter to that could be that /cpr should always be used first and then if the receiver or medic feels the its been adequately RPed then they can use the /stabilise command.  As from a realistic side of things for serious wounds they would genuinely always die but due to script its not possible. 

 

2 hours ago, risk said:

Without a script dictating injuries, which I am personally against for creative reasons, players would be free to claim any injury for any scene to determine whether they receive /cpr or /stabilize. Most will choose simple outcomes because it ends the interaction faster. As it is, many of our calls look like this:

I totally agree I don't feel like a script for that would be good. But as I said the injuries would obviously reflect how they got injured in the first place. 

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