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Hypothetical new medical system


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Ok so hear me out right, I had this thought provoking idea about having a new damage system

So whenever you take damage the damage is multiplied into two different damage types (EG: 22 brute damage is added as 22 Mendable AND 22 Injury)

Heres how this all works:

Whenever you take damage, you take both injury damage and mendable damage (22 brute shot deals 44 total damage), mendable damage can be quickly mended by chems and stuff, but injury damage requires time to repair, if your injury damage causes your health to drop to 0, you die instantly. If your mendable damage makes your health drop to 0 you are just downed. you can also get back up after being hit but another hit will deal permanent damage based on how far in the negatives you went. The only way to counter this effect is to reach 0 mendable damage again which will reset this effect.

NOTE: Injury damage must be equivalent to your max health to instantly kill you. Mendable damage must be equivalent to the added value of itself and injury damage to down you.

ARMOR?: Armor could be balanced around this medical system fairly easily, by converting injury damage into mendable damage, meaning security guards are much harder to outright kill but can be disabled by an onslaught of damage

CHEMICALS?: A new chemical that could interact with this system would be something akin to epinephrine, stabilizing mendable damage in downed persons depending on the amount administered. (5u of Epine = 15u mendable removed) allowing officers to carry around a shot of epine to get other officers back on their feet so they can run to medical without risking standing back up on their own.   Another drug that could be administered is: Fibracordzine I dont know medicine names which converts injury damage into mendable damage depending on the amount administered, resulting in faster healing times when paired with other medications which heal mendable damage. Butazoline, Dermaline, and other treatment drugs do not heal injury damage, or do in ridiculously small amounts, making prescriptions useful.

LASTLY: Pain could be considered a different damage type for this health system, allowing it to knock people out faster if they are significantly injured already, allowing harmbatoning to be a more effective solution for rowdy criminals.
This all results in 4 total damages ontop of toxins and oxygen, Mendable, Brute Injury, Pain, Burn Injury. (All injury damage adds to eachother, meaning in a situation where you have 100 health, 60 brute and 60 burn will kill you instantly)

 

Edited by Colfer
Harmbatoning does not deal every type of damage and a missing line break suggested that it did
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No one wants to fucking sit around for 30 (e.g.) minutes for "injuries" to heal. applying real life logic to SS13 often doesn't work, this is one of those cases. Also your entire concept is kind of levered out by one new chemical everyone in medical will just carry around and instantly inject into everyone who all so much just looks injured ("just in case bro"). 

 

prescriptions also are kind of a novelty. prescriptions are for something longer lasting, like something chronic. Having to do a million prescriptions plus the shit you have to do anyway in chemistry sounds just bad. also why does it matter that some chemicals only heal injury damage in "ridiculously small amounts" when everyone is just injecting the new wonder-chemical that converts damage anyway?

 

Dont know what you are trying to fix here, honestly

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