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Change first aid properties #7029

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Hasleak opened this issue Apr 2, 2014 · 18 comments

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@Hasleak
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commented Apr 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?

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@kevingranade

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commented Apr 2, 2014

Sounds reasonable.

@i2amroy

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commented Apr 4, 2014

I'd be cool with switching over bandages and whatnot to a heal over time instead of an instant heal.

@i2amroy i2amroy added the Enhancement label Apr 4, 2014

@KA101

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commented Apr 5, 2014

That'll surely change the fighting balance. Should help quiet all the folks who complain that the game's too easy.

@KA101 KA101 added Balance labels Apr 5, 2014

@kevingranade kevingranade added this to the 0.B milestone Jun 12, 2014

@HuXTUS

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commented Aug 1, 2014

Only regeneration HP? Cure infection must be instantly (old behavior) or at the end of the process? Stop bleeding?

@Hasleak

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commented Aug 1, 2014

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.

@Zireael07

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commented Aug 1, 2014

I like the idea a lot.

@KA101

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commented Aug 1, 2014

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):
oh no, Bleeding Deep Bite
V
whew, won the fight, ouch, bleeding damage, but look, convenient dropped First Aid Kit! grab
V
(a)pply first aid kit, this takes a few minutes in-game (Bleeding suspended during the duration of kit-use, so people don't get prompted to stop stopping the bleeding because they took bleed damage)
V
OK, cleaned the Deep Bite and stopped the bleeding. Status "Bandaged" (pink dots in the HP meter? not sure) Stable, but injured and in pain. Let's head home; that was a pretty good haul and no need to press our luck.
V
Home, sort out the haul. Over the time it took to return home and process the results of the raid, we regen maybe half the HP lost*, thanks to Bandaged. Bandaged then times out, as full healing takes time.

*(maxHP - currentHP) / 2 = amount Bandaged heals over the next two hours? That's hypothetical and open to discussion.

@Hasleak

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commented Aug 1, 2014

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.
In first example it bandage would heal (100-20)/2 = 40 hp over 2h
In second it would heal (100-50)/2 = 25 hp over 2h
I think bandages other items used to recover hp should have "Const" depending on their value and tier.
Formula should look more like this to balance it little more: (Const of Item * [Skill of First aid * 0.1])/time of being active
What do you think about it?

@KA101

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commented Aug 1, 2014

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.

@Hasleak

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commented Aug 2, 2014

So we need to change FA to a constant value?

@KA101

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commented Aug 2, 2014

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.

@Hasleak

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commented Aug 2, 2014

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?

@wormingdead

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commented Aug 11, 2014

Should the amount of time it takes to bandage take into account how encumbered a body part is? Does it already?

@KA101

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commented Aug 11, 2014

...Probably should.

@kevingranade

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commented Aug 12, 2014

What does that change? It's already 'too slow to do in combat', right?

@KA101

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commented Aug 12, 2014

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.

@Hasleak

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commented Aug 12, 2014

It might me good idea.

@illi-kun

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commented Nov 21, 2016

Discussion is continued in #16017.

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