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Poll: Opinion:
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+Support
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Total 11 vote(s) 100%
* You voted for this item. [Show Results]


CityRP [In-Game] Medical Stuffs
CMR99 radio_button_checked
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#1
Jul 20, 2017, 01:35 PM
Medical Suggestion Pack

Suggestion - Serverside, in game.

In detail, explain your suggestion:
Alright - so this is basically several suggestions, based around the same theme of medical assistance. I'll list them off below, and in greater detail, for clarity - instead of just typing an entire paragraph of inane drivel.

1 - Stabilizing Injured
This suggestion is basically about implementing a method to stabilize injured - how this would work I imagine is that either a paramedic (or a player) could use a health kit on someone in the "injured" state to put them into the "stable" state. What this would do is prevent them from bleeding out (IE, removes the HP drain debuff that being ragdolled and injured has) while keeping them ragdolled. As such, it would allow for players on scene at a crash to stabilize the patient and await a paramedic, or for a paramedic to stabilize them while they RP out resuscitation.

This wouldn't be as simple as just stabilizing them and being done with it, however - once you use the kit on the person, the "stable" state would only last a set time frame, before they resort back to "injured". Maybe even have, after stabilizing someone and they switch into the "injured" state, a sudden HP drain? Prevents them from being stabilized indefinitely, while also giving paramedics a bit of leeway.

The method I had in mind for this would be along the lines of someone looking at the injured person, going into their inventory, and clicking a button on a medkit - instead of "use", maybe "use on target" or something? Uses the medkit up, obvs, but it means you help the person whose injured (albeit temporary). If you take further damage while "stable", however, you should probs be shunted back into the "injured" state - IE, if you're in a firefight and you get injured, and your buddy patches you up to stabilize you, then the other shooters manage to clip you when you're down - well, you're gonna have a bad time.

This could open up a few windows for RP, particularly from like gangs when one of their buds gets gunned down by the cops. They could easily stabilize them, move them somewhere else other than the crime scene (to avoid suspicion) and then call a paramedic.


2 - The First Aid Kit
This would be a SWEP like the briefcase - a first aid kit, you can carry about with you. Maybe have two versions, a red kit and a green kit. It could be functionless - purely cosmetic - or it could work in conjunction with the stabilization thing I suggested first. Maybe the First Aid Kit would allow a citizen or paramedic to permanently stabilize someone, but at the cost of using the kit? Obviously, to avoid being stuck injured for too long, give people the ability to do the whole "hold 'space' to die" routine after the normal "stable" time expires.

Paramedics would be able to get these, alongside some other medical-related stuff maybe, from a supply locker for a discount price. Others could like, purchase them from the marketplace (or maybe from Doctors, much like the existing medical supplies). They'd be a little more expensive than standard medkits (maybe like the same price as 10 medkits, just for the one?), but in the event that they're purely cosmetic, I'd suggest using the same price as the briefcase and have it as a one-time purchase from "Clothing Accessories" (or whatever the tab is called, I can't remember lol).


3 - Advanced Carrying
Long story short - this idea is, simply put, the idea that injured/stable ragdolls, when picked up by a player, do not take damage from set sources. To clarify - if you shoot an injured ragdoll being carried by someone, that ragdoll will still take damage. If someone is dragging the injured ragdoll along the floor, however, to safety, they will not take damage. Below are the damage enums I suggest being ignored (and a suggestion on how to implement it):

"DMG_CRUSH" - The generic damage enumeration used for any source of physics damage. 
"DMG_GENERIC" - This is any source of damage that isn't marked as being, well, a specific source. As most direct methods of damage (guns, knives, cars, etc) all have their own enums, blocking this would be a safe bet to prevent unwanted damage to the carried person.
"DMG_FALL" - Fall damage - due to, yknow, being in mid air, pretty much any time it touches the ground I'm pretty sure, but idk as being carried by another player does all sorta weird shit. Would need testing
"DMG_PHYSGUN" - Damage from the physics gun, I think.

Now - these would not apply to all ragdolls, only those being carried by another player. If you throw an injured person off a roof, for example, they won't land and take zero damage - they'll take damage as normal. If you are carrying them down from the roof, and smack their head on the wall (due to shitty gmod physics lol), they won't take damage, as they're being carried.

How this could be implemented, is maybe an if statement in the damage hook for ragdolls - if the damage type is any of those enums, don't apply it. Idk how simple that'd be to implement however, as I'm no coder.

Why should this be implemented?

I personally think these changes could add a few interesting dynamics to how people RP on the server - people no longer have to worry about accidentally killing someone when trying to RP dragging them to safety, or worry about their injured patient bleeding out while they're busy trying to RP reviving them. It could also allow civilians to RP knowing first aid, and stabilize injured, whilst awaiting an ambulance, for criminals to maybe treat their own injured, and for non-government groups to have designated medical staff - IE, if some huge conglomerate has an accident at the workplace, chances are they'd have trained paramedic staff on scene to assist in treating anyone injured.

I feel like this could open a few windows of opportunity for say, a private medical service group, or for disaster relief agencies to be formed next time we have an earthquake or train crash RP. Or even for the passenger in a car crash to get out and start helping his friend, instead of standing there gawking like a gormless idiot.

Anyways - lemme know what you guys think, whether ya support all of these ideas, or just one of them. I'd like to hear your feedback, maybe we can develop some of these a bit further.
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The following 2 users Like CMR99's post:
  • Ozzie, Soviethooves
Dick radio_button_checked
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#2
Jul 20, 2017, 04:29 PM
+Support
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Daley radio_button_checked
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#3
Jul 20, 2017, 05:19 PM
+Support
Wesley Lawrence radio_button_checked
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#4
Jul 20, 2017, 05:26 PM
@Toxic will probably like this. I don't know a whole lot about medical scenarios, but the ideas definitely sound good. A +support from me.

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#5
Jul 20, 2017, 07:02 PM
+support, this could be a great addition to Medic RP.
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#6
Jul 22, 2017, 12:53 PM
+support.
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#7
Jul 22, 2017, 02:07 PM
+support, good ideas which seem to make sense.
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#8
Jul 22, 2017, 10:06 PM
Thank you for your input community. Due to the high levels of support for this suggestion, this has been moved to the Popular subforum for extra community input.
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#9
Jul 27, 2017, 06:51 PM
+support
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#10
Aug 10, 2017, 08:39 AM
+support
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#11
Aug 10, 2017, 08:51 AM
+Support

Also, please add FA:S Medkits. It has been approved in the time Mathias left and came back. Please.....bb
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#12
Oct 1, 2017, 03:31 AM
Pushing for Staff Review.
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#13
Nov 24, 2017, 08:26 PM
Approved.
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