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Slower healing


Frances

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Would it be possible to slow down the natural healing factor by X amount? Maybe 3x or 4x? SS13 healing is videogame healing - it makes sense from a gameplay perspective, but since we're using the game as a roleplay platform (and thus even our own gameplay is different), it is wayyyyy ridiculous.


Some possible objections:


-But we can't have firefights anymore without everyone getting fucked over royally?

  • -Currently, in a firefight, you either get fucked or you don't. If you get shot enough to be put into crit, natural healing won't save you - you're already going to need a doctor. Yes, if you get shot once, and take 40-60 burn damage, you won't be able to heal from that as easily. But that's sort of the point - it's sorta ridiculous that you can shrug off a few laser shots, or a proper beating, because "oh I'm gonna heal anyway" and by the time you get to the doctor you have 0 damage left.

 

-What if I accidentally hit myself in the head with a fist/fire extinguisher/my own butt/whatever?

  • -Natural healing wouldn't go away completely, it'd just be much slower. Which means you would still heal from very tiny amounts of damage (it might take 5 minutes instead of 1, woo). Additionally, there's always bruise packs - which even your run of the mill civilian should know how to apply.

 

-Wouldn't changing the rate of natural healing fuck with periodic applications of bruteloss/toxins/whatever? (i.e. +5 damage per turn)

  • -Possibly. That might be the biggest challenge of this project, figuring out where exactly natural healing has interactions with other balance systems we don't want to touch, and finding a way to leave these systems untouched.

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IIRC you're not supposed to heal from burn damage.


Brute's a different story. For some reason, if you haven't taken over 80 brute already, it heals quite fast.

Brute is the main issue. I haven't looked at other damage types much - if you already don't heal from toxins that'd be a great help because we wouldn't have to touch any toxin or reagent interactions.

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I'm really all for increased penalties in most cases and slower healing sounds great. People don't take injury seriously enough, don't often roleplay any wounds but vicious dismemberment (even then). It'll encourage people to be more careful and consider their risks more, and that mostly includes industrial accidents and small fights more often than it does armed conflict.

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+1


I've commented on this topic many times before, and feel like I don't have much to add.


Possibly only that, aside from slowing natural healing down, I would like to raise the 'line' after which natural healing doesn't occur, so that any injuries worse than mere papercuts are actually injuries; there have been way too many cases in which potential for good wounded RP had been passed because of that.


And way too many people lived.

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Agreed, combat needs to be more harsh. Maybe this will build up for some more realistic injuries in medical. It's a bit immersion breaking for someone to have a bottle broken off in their eye, but by the time they get to medical, it's just a, 'tiny bruise,' that's so miniscule, mechanics won't even allow you to bandage it.


Full support. Take this down a few notches, please.

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+1


I've commented on this topic many times before, and feel like I don't have much to add.


Possibly only that, aside from slowing natural healing down, I would like to raise the 'line' after which natural healing doesn't occur, so that any injuries worse than mere papercuts are actually injuries; there have been way too many cases in which potential for good wounded RP had been passed because of that.


And way too many people lived.

Unless I'm wrong, it would be fairly easy to implement an if check, and not heal any brute damage pass a certain threshold.

(Now I'm just waiting for Scopes to come tell me I'm wrong :u )

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I also thought about perhaps buffing combat-based hardsuits, primarily the ERT, Syndicate, Deathsquad, and Security hardsuits. For now, the armor ratings are based on amounts such as a bulletproof vest having 110 additional health versus brute, specifically against ballistic weaponry. One shot from a revolver to the chest is either going to do one of two things, if I was explained this correctly. One, the damage is going to be cut in half and deal 30 brute appropriately to the spessman, and the vest will sustain 30 damage overall (softening), two, the vest takes the full damage (absorption), and the spaceman remains unharmed.


Or, the vest doesn't do shit and you're rightly fucked.


So, my suggestion is to lower the values of the current rates, manage to code Damage Threshold for body armor (essentially a system where AttkDmg-DT=Sustained Damage), and give a small (to prevent utter imbalance, yet to show that an opponent with a hardsuit is going to be more difficult to kill) percent of damage resistance (percent-based damage cuts) with a combination of DT.

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Mob code is literally hitler.


I took a look at one bit of code, the armor defense calculator.

What I saw was:

Get armor value for that hit type, roll on probability of that value twice, if it succeeds once it softens the blow, if it succeeds twice it absorbs it all.

This is a 1/3 chance of blocking , 1/3 chance of minor damage, and 1/3 chance of getting hurt. The only difference is the X chance of first 2 block checks.

Another way of putting it is roll 2 d100 and apply one defense for each dice that is lower than X number.


Also this thread interests me.

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Erm... body armor in real life is called "bulletproof", but it's more for keeping you from keeling over from getting shot once, maybe twice. It can still be pierced, and even if it isn't, if the round hits in the right place or is a large enough caliber it can break ribs and cause internal bleeding, in addition to the concussion you can get when you are knocked over (don't forget that it will punch the air out of your lungs as well). Maybe in addition to slower healing, you can make armor less effective as well, with a chance for serious effects if you're shot, and perhaps in doing that try to turn people away from the idea that all you need to win in a fight is some armor, robustness, and a mouthful of pills.

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IMO, combat should be based on player and character skill, rather than glorious RNjesus.


If you have a gun, and a person is two to three tiles away and they're unarmed, there shouldn't be any reason why you should be losing the fight. Yet, you can miss three times in a row and get disarmed and pushed over once and have your firearm turned on you for the worst.

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