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Poll: Add the Suggestion?
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Yes
71.43%
10 71.43%
No
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4 28.57%
Total 14 vote(s) 100%
* You voted for this item. [Show Results]


CityRP In-depth injury system
Kvatch radio_button_checked
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#1
Dec 19, 2018, 01:03 AM
Explain your suggestion, in detail:
I would like a system implemented that would enhance the use of hospitals outside of just passive RP, and give them an actual gameplay mechanic which serves to add realism to the game, as well as make the paramedic role a more important role. This is what I suggest:

Everytime you are knocked down and "injured", you should have a debuff applied to you until you visit a hospital. When a paramedic picks you up, they can ask if you need a ride to the hospital if you don't have one (say, in a car crash). The debuff (in my opinion) should feature:
  • a) a slowed stamina increase rate OR
  • b) no stamina increase whatsoever OR
  • c) sprinting disabled, you can only jog and walk
  • d) any more that people can come up with.. 
Arriving at the hospital would mean you would need to speak to a desk NPC and pay a medical fee to negate your debuffs, in which you either:
  • a) are forced to stay at the hospital for 2 minutes in a locked hospital room, whilst you're tended to (similar system to being arrested, perhaps add a hospital gown model?)
  • b) leave the hospital without needing to stay
I prefer option A.


Explain why the suggestion should be implemented:
Right now, you could get hit by a car, get up, healed, then shot, healed, have a prop thrown at you, healed, all within 30 minutes and not feel the repercussions of being injured. I feel like if this system was put into place, people would definitely value their lives a lot more, to avoid paying a medical fee, and possibly a stay at the hospital. It would add a bit more realism to the game, and hospitals would no longer be completely ignored like they are now. It would also be great for patient transport RP. In the case that someone crashes their car, they might want a ride to the hospital from the ambulance/patient transport in order to negate the debuff.



TLDR -
  • Upon being injured, you have debuffs applied to you.
  • Debuffs stop you from sprinting/regaining stamina/etc.
  • You need to go to the hospital to negate the debuffs.
  • Possibly implement a "jail sentence" system at the hospital where you're forced to stay for 2 minutes to be treated.
  • Will improve paramedic/patient transport RP.

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(This post was last modified: Dec 19, 2018, 01:04 AM by Kvatch. Edited 1 time in total.)
Soviethooves radio_button_checked
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#2
Dec 19, 2018, 03:45 AM
-Support

Keep it simple. Add FA:S
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#3
Dec 19, 2018, 06:29 AM
-Support

Keep it simple. Add lightsabers
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#4
Dec 19, 2018, 09:48 PM
+support

However you shouldn't be "forced" to stay there for 2 minutes, if you do leave you won't get the benefits of staying.
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#5
Dec 20, 2018, 03:41 AM
(Dec 19, 2018, 09:48 PM)Mr Hallowed Wrote: +support

However you shouldn't be "forced" to stay there for 2 minutes, if you do leave you won't get the benefits of staying.

For this suggestion, there are no benefits of staying. You will leave the hospital, back as your healthier self either instantly or you're forced to do a hospital stay, further requiring people to look after their lives more.

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#6
Dec 20, 2018, 07:42 AM
Medics take person to hospital where the person is treated for maybe 1-2mins and brought back to full health. Medics can heal to 100%, but they cannot negate the "debuffs", unlike the hospital.

Amazing suggestion. +support
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#7
Dec 20, 2018, 09:14 AM
+support
With kind regards

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StephanGH

It was only 2.5 million $ of weed... In the Ocean, it's fine!
Cole radio_button_checked
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#8
Dec 20, 2018, 09:38 AM
-Support, we want player interaction not NPC interaction.
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#9
Dec 20, 2018, 10:14 AM
This is something that I would've really wanted to add a year or two ago, but I now see the many flaws with it. Any system that is dependent on NPCs is inherently flawed for a game like this, as we don't have a good NPC system and RP requires good player interaction. Even if you replaced the desk NPC with players, this now won't work on low player counts. The game has to be fun both at low and high player counts. 

Also, while we'll definitely have debuffs/buffs once MESKA is finally added, ideally they'd be used to focus player characters in a positive direction with overall benefits. Any serious debuff, while realistic, may not be fun for a lot of players and that's something to be very careful with.
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#10
Dec 20, 2018, 12:07 PM
(Dec 19, 2018, 03:45 AM)Gungranny Wrote: -Support

Keep it simple. Add FA:S
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#11
Dec 20, 2018, 05:53 PM
+support, i think this would be a realistic and a great RP type for EMT/FD nerds like me
Hardcore alcoholic, or alcocore hardholic.
Maybe holiccore hardalco?
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#12
Dec 20, 2018, 06:06 PM
(Dec 20, 2018, 10:14 AM)Faustie Wrote: This is something that I would've really wanted to add a year or two ago, but I now see the many flaws with it. Any system that is dependent on NPCs is inherently flawed for a game like this, as we don't have a good NPC system and RP requires good player interaction. Even if you replaced the desk NPC with players, this now won't work on low player counts. The game has to be fun both at low and high player counts. 

Also, while we'll definitely have debuffs/buffs once MESKA is finally added, ideally they'd be used to focus player characters in a positive direction with overall benefits. Any serious debuff, while realistic, may not be fun for a lot of players and that's something to be very careful with.

Yet we sell wood and weed to NPCs, the main income for the majority of the playerbase. We interact with NPCs a good few times a week. The idea of this suggestion is to apply a new thought process to those who are risking their characters lives in game. "Is this worth spending time going to the hospital, or paying fees to negate the buffs?" It would be nice if some kind of process could be implemented at the hospital to negate the suggested debuffs, whether it be an NPC, or a door they activate or even just walking into the hospital can negate the buffs, much like how car is fixed.

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#13
Dec 20, 2018, 08:40 PM
-Support

No
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#14
Dec 22, 2018, 04:34 PM
(Dec 20, 2018, 06:06 PM)Kvatch Wrote:
(Dec 20, 2018, 10:14 AM)Faustie Wrote: This is something that I would've really wanted to add a year or two ago, but I now see the many flaws with it. Any system that is dependent on NPCs is inherently flawed for a game like this, as we don't have a good NPC system and RP requires good player interaction. Even if you replaced the desk NPC with players, this now won't work on low player counts. The game has to be fun both at low and high player counts. 

Also, while we'll definitely have debuffs/buffs once MESKA is finally added, ideally they'd be used to focus player characters in a positive direction with overall benefits. Any serious debuff, while realistic, may not be fun for a lot of players and that's something to be very careful with.

Yet we sell wood and weed to NPCs, the main income for the majority of the playerbase. We interact with NPCs a good few times a week. The idea of this suggestion is to apply a new thought process to those who are risking their characters lives in game. "Is this worth spending time going to the hospital, or paying fees to negate the buffs?" It would be nice if some kind of process could be implemented at the hospital to negate the suggested debuffs, whether it be an NPC, or a door they activate or even just walking into the hospital can negate the buffs, much like how car is fixed.

You make a good point, but the only reason those NPCs still exist is because we don't yet have better solutions in-game for them, though they are planned once skills and crafting are finally released. Weed could have buffs/debuffs and become a useful tool rather than just a means to make money. Wood would be included in crafting. Even weed could be included in crafting, perhaps for laboratories as a method to make anti-anxiety buffs to decrease weapon recoil temporarily, for example.

For situations where those items should be sold for money, there should probably still be a way to do so, but I don't think an NPC is a great way anymore. Once crafting hits the market will need some changes anyway - this needs a bit more thought as it works for wood but not black market goods.
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#15
Dec 23, 2018, 12:59 PM
Pushing for Staff Review.

#type:[review]




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