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Changes to death / injured
Suarez radio_button_checked
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#16
Jan 8, 2016, 08:56 AM
Amazing update!
Burnett radio_button_checked
Security Officer, CityRP2 Core Developer
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#17
Jan 8, 2016, 09:20 AM
This improves Medic RP for sure.
Sweet lil' update!
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SirWulf radio_button_checked
Former Fire and Rescue
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#18
Jan 8, 2016, 04:11 PM
(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.

You should have looked into hiring some more paramedics and opening a hospital.

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.
Faustie radio_button_checked
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#19
Jan 8, 2016, 04:15 PM
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.
The following 1 user Likes Faustie's post:
  • sauce
sauce radio_button_checked
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#20
Jan 8, 2016, 05:10 PM
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.
Cunix radio_button_checked
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#21
Jan 8, 2016, 05:36 PM
Already suggested the realistic player damage
[Image: TW0Q5mI.png]
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Nebula radio_button_checked
Where are your fingers?
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#22
Jan 8, 2016, 05:36 PM
But tranq kills now :'(
Overlewd radio_button_checked
Superlewd now
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#23
Jan 9, 2016, 03:50 PM
Great update! I do agree with Maniac though, surviving headshots shouldn't be a thing.
<p><br></p>
Judge Rage radio_button_checked
Deny, Defend, Depose
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#24
Jan 9, 2016, 06:29 PM
(Jan 8, 2016, 12:12 AM)Maniac Wrote: Could there be a way that getting shot in the face prevents getting ragdolled?

The chances of surviving a bullet to your face is pretty much 0, and seeing someone become injured after an AWM or revolver bullet to their face is not really realistic 

Maybe combine this with the realistic player damage mod, so that each separate limb contains a percentage of becoming a ragdoll.
Head 0%
Chest 50%
Arms 100%
Legs 100%


This will hopefully force players to shoot carefully instead of spraying and praying with a p90.

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.
(This post was last modified: Jan 9, 2016, 06:30 PM by Judge Rage.)
Stomm radio_button_checked
haha, turbo goes PSSSHHH
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#25
Jan 9, 2016, 06:41 PM
(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.

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.

*cough* https://limelightgaming.net/forums/showt...p?tid=5208 *cough*

The sense of urgency is definitely there.
(This post was last modified: Jan 9, 2016, 06:42 PM by Stomm. Edited 1 time in total.)




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