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CityRP In-depth injury system - Printable Version +- Limelight Forums (https://limelightgaming.net/forums) +-- Forum: Feedback (https://limelightgaming.net/forums/forum-612.html) +--- Forum: Suggestions (https://limelightgaming.net/forums/forum-239.html) +---- Forum: Staff Review (https://limelightgaming.net/forums/forum-240.html) +----- Forum: Approved Suggestions (https://limelightgaming.net/forums/forum-499.html) +----- Thread: CityRP In-depth injury system (/thread-23915.html) Pages:
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In-depth injury system - Kvatch - Dec 19, 2018 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:
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 -
RE: In-depth injury system - Soviethooves - Dec 19, 2018 -Support Keep it simple. Add FA:S RE: In-depth injury system - Armard - Dec 19, 2018 -Support Keep it simple. Add lightsabers RE: In-depth injury system - Eddie - Dec 19, 2018 +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. RE: In-depth injury system - Kvatch - Dec 20, 2018 (Dec 19, 2018, 09:48 PM)Mr Hallowed Wrote: +support 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. RE: In-depth injury system - Monkey - Dec 20, 2018 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 RE: In-depth injury system - StephanGH - Dec 20, 2018 +support RE: In-depth injury system - Cole - Dec 20, 2018 -Support, we want player interaction not NPC interaction. RE: In-depth injury system - Faustie - Dec 20, 2018 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. RE: In-depth injury system - Tom* - Dec 20, 2018 (Dec 19, 2018, 03:45 AM)Gungranny Wrote: -Support RE: In-depth injury system - Ishnifan - Dec 20, 2018 +support, i think this would be a realistic and a great RP type for EMT/FD nerds like me RE: In-depth injury system - Kvatch - Dec 20, 2018 (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. 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. RE: In-depth injury system - Rydolph - Dec 20, 2018 -Support No RE: In-depth injury system - Faustie - Dec 22, 2018 (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. 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. RE: In-depth injury system - Limelight Gaming - Dec 23, 2018 Pushing for Staff Review. #type:[review] |