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Changes to death / injured - Printable Version +- Limelight Forums (https://limelightgaming.net/forums) +-- Forum: Community (https://limelightgaming.net/forums/forum-195.html) +--- Forum: Updates (https://limelightgaming.net/forums/forum-254.html) +---- Forum: CityRP (https://limelightgaming.net/forums/forum-332.html) +---- Thread: Changes to death / injured (/thread-7646.html) Pages:
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RE: Changes to death / injured - Suarez - Jan 8, 2016 Amazing update! RE: Changes to death / injured - Burnett - Jan 8, 2016 This improves Medic RP for sure. Sweet lil' update! RE: Changes to death / injured - SirWulf - Jan 8, 2016 (Jan 8, 2016, 07:26 AM)George Wrote:(Jan 8, 2016, 04:12 AM)Stomm Wrote: Kinda killed paramedic RP for me earlier. I was too busy treating everyone. Went about 15 minutes just non-stop reviving people. Got so many calls at once I didn't have time to RP it properly. One incident saw me tending to 4 different victims at once. That was some fun triage. Stomm was a member of the FD:EC. We built a station at the MTL. Near the end we had a full crew of 3 firefighters and 3 paramedics. We rarely saw our medics as there was a constant 'urgent' stream of /requests come in. Stomm was the most active and best performer. If there is a hospital RP, it would be great if you could transport the victims to the hospital for treatment. Overall, I think things will die down in time when people realize the changes. It won't be quite so urgent and there may be less deaths. Less willing to die. RE: Changes to death / injured - Faustie - Jan 8, 2016 We're modifying the ambulance to make it a much easier vehicle to drive. Hopefully this will allow paramedics to respond to these incidents faster, and will increase the feel of urgency when roleplaying as a paramedic during an emergency, something which was rarely present before. If paramedics are struggling to make calls, that's great, it feels urgent; we just need to buff their response a little. We're also thinking of adding bandages/blood clotting agents that normal players can buy so that they can stabilize injured players in the battlefield, giving paramedics more time to respond. RE: Changes to death / injured - sauce - Jan 8, 2016 Looks good. Will keep Paramedic RP thriving. Only concerned about new players not knowing how to carry out the Paramedic job. Will mean that people are waiting around for 3 minutes when there may as well be no Paramedic. RE: Changes to death / injured - Cunix - Jan 8, 2016 Already suggested the realistic player damage RE: Changes to death / injured - Nebula - Jan 8, 2016 But tranq kills now :'( RE: Changes to death / injured - Overlewd - Jan 9, 2016 Great update! I do agree with Maniac though, surviving headshots shouldn't be a thing. RE: Changes to death / injured - Judge Rage - Jan 9, 2016 (Jan 8, 2016, 12:12 AM)Maniac Wrote: Could there be a way that getting shot in the face prevents getting ragdolled? You don't get shot, go unconcious, get magically revived, get back up and shoot people. Other than that it seems cool. With the headshots, you can survive a bullet through the brain, but it's very fucking rare - it all depends on where you get shot, and what the bullet goes through. Some parts of your brain you can survive, others and you're fucked. RE: Changes to death / injured - Stomm - Jan 9, 2016 (Jan 8, 2016, 04:15 PM)Faustie Wrote: We're modifying the ambulance to make it a much easier vehicle to drive. Hopefully this will allow paramedics to respond to these incidents faster, and will increase the feel of urgency when roleplaying as a paramedic during an emergency, something which was rarely present before. If paramedics are struggling to make calls, that's great, it feels urgent; we just need to buff their response a little. *cough* https://limelightgaming.net/forums/showthread.php?tid=5208 *cough* The sense of urgency is definitely there. |