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Get rid of passive regeneration healing on carbon mobs


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Posted

Note: title means specifically for brute damage, less so for burn damage (compared to the former, its somewhere around 10x slower in terms of heal rate), and probably radiation as well, because why not?

Justification: The unreasonably quick heal rate mostly interferes with roleplaying around the subject of pain, considering its plenty possible for characters with mild injuries to suddenly regen all of their wounds off after having a run-in with evil maintenance drones during a leisure stroll of the terrible station caverns. It should go, since characters can choose to be in the midst of crying about their wounds and suddenly the self-heal fixes it on its own, and at that point your character doesn't have reason to complain about it. Radiation also falls off at a pretty quick rate when it really shouldn't, which makes radiation storms and radiation sources themselves a lot less serious than they should be.

Consequences: This probably makes antag stuff mildly harder when they get injured, but the heal rate is never sufficient enough to be life-saving. Same applies for sec, but they have the luxury of the medbay, antags mostly don't unless they raid it or pack ahead of time.

Posted

So personally I agree with basically the entire sentiment of this. I've mostly played in medical and security (disclaimer, haven't played that much of either recently), and thus can see the RP benefit from both sides of that coin. Minor-moderate injuries can honestly be somewhat ignored at the minute, due to the walk to medbay often healing 80%+ of any damage sustained. And in a fire fight, if you're able to duck and cover after taking a hit, you could often let that heal itself too. Usually the only time someone ended up coming into medbay was when one or more of their organs had taken a beating, and thus they were at serious risk of dying, which seems pretty extreme to me to be the minimal 'should probably head to medical' requirement.

18 minutes ago, Scheveningen said:

Consequences: This probably makes antag stuff mildly harder when they get injured, but the heal rate is never sufficient enough to be life-saving. Same applies for sec, but they have the luxury of the medbay, antags mostly don't unless they raid it or pack ahead of time.

To address this specifically, while it would make antag stuff harder, it would also mean a solid hit from an antag on a security officer would likely put that officer out of the field for a decent amount of time, which would make life easier on the antag. Not sure if it would balance out, but would definitely help.

Of course, there is likely going to be the inevitable complaints about low-pop sec where there's no medical around, and I don't think there's an easy solution to that beyond simply deciding whether its worth the trade off. I've my view on that clear, but I don't tend to play lots of low-pop.

Posted

I honestly feel the self-healing won't help people very much during low pop. The self-heal of burns is almost nothing (on principle, neither should happen), whereas the brute damage self-healing rate is honestly absurd by comparison. With how brain med is how, the primary thing that kills people is blood oxygenation. The secondary concern is liver failure, which murders every organ adjacent to it.

Posted

I agree it's a bit too quick how it works, but at the end of the day it's still a game and there would really need to be a huge new sense of medical treatment from med players. It's already annoying, as it is, that you're basically left for dead as Vaurca because the sheer amount of doctors that just expect you to self heal on your own.

Posted

This would be mechanically exhausting to deal with. I really don't see it adding much, given the 'major' damage things leave behind enough to kill you anyway, and I don't really want to be stuck with burns all round because there's no medical and some assistant shocked a door.

Posted
8 minutes ago, Peppermint said:

This would be mechanically exhausting to deal with

each department has access to basic first aid kits, outside of service. It would and is not hard to find some ointment when you need it.

Posted (edited)

The regen is not as fast as it's made out to be here. It only kicks in for the very lightly wounded or medically treated as well. Removing it would only lead to unnatural results like getting a notable but very minor wound from having a paper cup thrown at you. Very much not interested.

If roleplay is desired out of light scrapes and such, nobody is stopping anyone from still roleplaying those pains out too, yes? It's not like you're not going to feel getting sliced up even after the wound is bandaged or recovers on its own. RP out those aches and pains. 

Edited by WickedCybs
grammar
Posted

I agree with Cybs, it's fine as is atm because anything more severe than a really basic wound will not heal - and bleeding won't just 'magically heal' 

 

this thread is out of touch lmao

Posted

This would be an awful regression. I remember the horrible times of when a cheap lighter would burn you, leaving a minuscule amount of damage that would invariably progress into an infection because of no regen. I remember regularly playing characters with prosthetics and getting a piece of paper thrown at me that hit the prosthetic, leaving a damage indicator on the doll that required a full weld to fix.

All the tiny little things that do pea-sized damage would become infuriating.

Posted

Medbay's gonna love it when I crawl up to them after an unfortunate KA misfire that they spend less than 10 seconds healing.

Anyway, the concept's interesting, I'd have to see it in action to determine how I feel about it. Wonder if it would be possible to make the regen situational, like resting to heal minor wounds and pain, probably isn't, code-wise.

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