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Dynamic Wounds

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Current wound rp is very limited and often meaningless as everything can be stabilised on scene, with the minimal rp of /stablise. 

To help improve this system I believe it would be good to implement a dynamic wound system. This would work by adding different severities of injury: minor, major and critical. Each of these would have different aspects on how they act and can be treated e.g. A GSW to the head would be critical whereas a GSW in the ass would be minor. 

 

Each levels different aspects:

Minor - Easily treated on scene, can be stabilised by general public/pd officers. Would have the slowest level of bleed out. 

Major - Can be treated on scene but but requires an MD to stablise the injured person. /cpr can be used to top up the health pool until MD arrives. Higher level of bleedout than minor. 

Critical - Can be treated on scene but not stabilised by anyone. This patient would have to be rushed directly to MD to be stabilised. Has the fastest bleed out of all levels by far.

 

I believe adding this simple system could perhaps be a move to improving medical rp and making it more dynamic/tense. Along with this it could potentially be used as a system to remove death rp requests as the injured person would die if the correct resolution is not available fast enough.

To balance out the potential issue of MD not being available at the time, PD could perhaps have a medical specialist role similar to swat. 

Edited by CallumMontie
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Maybe add a new command for the critical wounds that slows the bleed out time to keep it from being impossible to save someone with that injury. So if the medic quickly applied some bandages to slow the bleeding before they rush it could potentially give enough time to make it to the hospital 

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Medic here. So I'm obviously in favor of a more complex injury system but there are a few things I need to point out in your suggestion:

1. Death RP requests should always remain a thing. If this was removed, people would just non-rp injure themselves into a "critical" state and just not call 911. 

2. Desync prevents us from having a decent and more complex injury system.

3. /stabilize is a command that needs to always work due to medics not being able to get on scene or locating their patient immediately. This command simply stops the player's health from actively decreasing so that we may do our RP. If we had to RP prior to /stabilize, a lot of patients would end up dying. We RP between stabilizing and healing.

4. PD should not have a medical specialist role as this would potentially negate the need for medics in some circumstances. /cpr works perfectly fine as it does now and most LEOs use it appropriately until MD can get there.

I do recognize the good intent in your suggestion and appreciate you trying to improve on medic roleplay immensely. Should desync issues ever be resolved, I would love to see a much more dynamic injury system (have seen pretty cool systems in other places). Implementing a more dynamic system when people are not in an injured/downed state would be a better suggestion in my opinion. It would also keep people from getting in a shootout then walking to MD like everything is fine and asking for a painkiller. If you lost health or had negative impacts (ie: walking slower, blurred vision, etc.) due to your actions even when not in an injured state, people may start even valuing their lives more. This would overall make /analyzewounds a much more relied on command and promote better RP all around.

Edited by Aldarine
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3 hours ago, CallumMontie said:

A GSW to the head would be critical whereas a GSW in the ass would be minor. 

This is actually what would concern me though. I can't keep track of the amount of times that the script said someone was shot in the head while I clearly aimed for the legs/lower body.

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+1 maybe with this there could be an ability to add things like if you get shot to the leg you slow down,start walking or run slower,if you get shot too many times you start bleeding and loosing health even if you are not injured yet ? or maybe the screen gets blurry ? if you get shot in the head maybe you get knocked out and there would be a blurry screen saying you are unconscious but not completely injured yet ? Since lets be honest,who keeps fighting after being shot in the head ? but the issue would be the desync tbh,and it would bother many people who get into gun fights.

edit - if bleeding with being shot too many times and surviving would be a thing,maybe add a new item like bandages that could be bought from medics,or just go to MD and get the bleeding stopped so MD has more RP ? not just painkillers after being shot

Edited by Sandiego
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21 hours ago, CallumMontie said:

To balance out the potential issue of MD not being available at the time, PD could perhaps have a medical specialist role similar to swat. 

I was on board until this board, most of our officers are too busy tazing each other outside Mission Row to be doing this kind of thing.

Otherwise, it's a suggestion that makes sense so +1

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+1

Sync needs improvement. I like the possibility of randomness this could offer as well to mix it up. A body shot could be evenly 'minor-critical', a heads shot could be 'minor-critical' with a much higher chance of being critical, and limb shots have higher chances of being minor.

All injuries and types could determine how quickly you bleed out and could actually put a little bit of urgency in the RP. 

(Could do theoretical math and calculation tables and example stuff, but on a phone right now.)

Edited by Xoza
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