Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upChange first aid properties #7029
Comments
This comment has been minimized.
This comment has been minimized.
|
Sounds reasonable. |
This comment has been minimized.
This comment has been minimized.
|
I'd be cool with switching over bandages and whatnot to a heal over time instead of an instant heal. |
i2amroy
added
the
Enhancement
label
Apr 4, 2014
This comment has been minimized.
This comment has been minimized.
|
That'll surely change the fighting balance. Should help quiet all the folks who complain that the game's too easy. |
KA101
added
Balance
labels
Apr 5, 2014
kevingranade
added this to the 0.B milestone
Jun 12, 2014
This comment has been minimized.
This comment has been minimized.
|
Only regeneration HP? Cure infection must be instantly (old behavior) or at the end of the process? Stop bleeding? |
This comment has been minimized.
This comment has been minimized.
|
Instant but with a chance of success, depending on skills. If you will bandage your wound, bleeding should stop instantly, but according to player's skills. When you fail, wound will continue to bleed. Same for infections. |
This comment has been minimized.
This comment has been minimized.
|
I like the idea a lot. |
This comment has been minimized.
This comment has been minimized.
|
Yeah. General rule: bleeding, Deep Bite, and other status-effects (stuff that changes the label color) is fixed (or not) as soon as you've finished using the medical supplies. You either stopped the bleeding/cleaned the bite, or you didn't, and for game purposes you can clearly tell. HP numbers/lines, though, will recover over time. TImeline (probably overkill, but just so there's no confusion--apologies): *(maxHP - currentHP) / 2 = amount Bandaged heals over the next two hours? That's hypothetical and open to discussion. |
This comment has been minimized.
This comment has been minimized.
|
I think bandage heal should have other formula because of unbalancing (or I dont understand). Lets get max HP of 100, and curret HP of a) 20, b)50. |
This comment has been minimized.
This comment has been minimized.
|
Not sold on that precise formula (seems like FA skill needs to be world-class (10) to avoid a penalty) but yeah, the general idea there is better than mine. |
This comment has been minimized.
This comment has been minimized.
|
So we need to change FA to a constant value? |
This comment has been minimized.
This comment has been minimized.
|
Make the multiplier 0.25--so the FA skill modifier is 1 at skill 4 (beginning EMT) and 2 at 8 (skilled ER surgeon)--and I'd be interested. 0.1 means that the top 20 docs in the world can bandage at full effectiveness, and everyone else just sorta tries. Const should not be more than 5-6, I'd think. Result I'd like would be gaining no more than 10-12 HP over an hour or two. My take on FA healing over time is that it doesn't take you back to full--that's what sleep-healing and the more exotic stuff is for--but it patches you up and takes the edge off of damage. |
This comment has been minimized.
This comment has been minimized.
|
I thought about something beetween 3-6 but i think 5 is the best option here. Multiplayer value set to 0.25 will be good, at least for me. But we will need to change properties of first aid kit too. Constant should be slightly higher than for bandages, but not too high, to prevent unbalancing. Maybe something about 10? |
This comment has been minimized.
This comment has been minimized.
|
Should the amount of time it takes to bandage take into account how encumbered a body part is? Does it already? |
This comment has been minimized.
This comment has been minimized.
|
...Probably should. |
This comment has been minimized.
This comment has been minimized.
|
What does that change? It's already 'too slow to do in combat', right? |
This comment has been minimized.
This comment has been minimized.
|
Depends on just how "in combat" you are. Can't stun someone and heal before it wears off, but if you've fled a hostile situation, hid two doors away from the hall, and need to stop bleeding or clean a wound, an extra 30 seconds might make a difference. |
This comment has been minimized.
This comment has been minimized.
|
It might me good idea. |
kevingranade
added
the
validated
label
Sep 1, 2014
kevingranade
modified the milestone:
0.B
Oct 31, 2014
illi-kun
referenced this issue
Apr 12, 2016
Closed
Healing is unrealistic, weak until stacked, scales too much #16017
This comment has been minimized.
This comment has been minimized.
|
Discussion is continued in #16017. |
Hasleak commentedApr 2, 2014
I was thinking for a while about other properties of first aid, bandages and so on. What do you think about changing it usage. Maybe instead healing hp right after applying it, it should give you new status, like : dressed [body part] wound. it would heal some hp/time dependable of type of medicaments used and skill i.e. 5hp/h. What do you think about this?
Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.