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Blood System Feedback - Printable Version

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Re: Blood System Feedback - UrsulaMejor - 11-30-2014

Dabir Wrote:They've always been bad, surely? Those aren't good weapons.
They've always been bad. I've stabbed guys for what felt like hours with that damn scalpel. If anything, this was a buff to the weapons


Re: Blood System Feedback - UrsulaMejor - 11-30-2014

That said, I've still never taken damage or died from blood loss. I usually stay in green right up until the lack of blood causes a heart attack. Is this just me?


Re: Blood System Feedback - Marquesas - 11-30-2014

DyssalC Wrote:So, to discuss, what role do you intend for blood types in all this?

I'm not a medicine man but I'm pretty sure getting a transfusion of the wrong blood type can cause some pretty serious shit, like kidney failure and circulatory shock, and it would be pretty bullshit if a syringe of A blood and B blood became the most volatile poison around.

If the game had any kind of realism, an empty syringe would be a fucking extreme weapon.


Re: Blood System Feedback - Haine - 11-30-2014

Well, Urs, I mean I showed you the code for the handle_blood() stuff. It doesn't damage you other than some oxy/brainloss and losebreath at very low levels of blood. It's not really intended to damage you directly, it's supposed to cause other problems that do that for it.

Also, borgs' scalpels and saws are quite literally the same item as normal scalpels and saws. They do the same amount of damage whether attached to a borg or in the hands of a human. (That damage has always been quite shitty)


Re: Blood System Feedback - Winklabom - 11-30-2014

It'd be nice to have clamps to prevent blood loss during surgery.


Re: Blood System Feedback - DyssalC - 11-30-2014

Could you make it so that Health Analyzers tell us how much blood per tick someone is losing? Mainly for the purpose of getting a better idea of what's happening and what's going wrong with bleeding. If it's something that needs to be kicked out after the kinks are worked out that'd be fine.

Also, could you make the Health Analyzers tell us if a "Foreign Object" is inside the body? This would also help, as I've been treating patients whose wounds will keep opening up even after being sutured and then suddenly stop opening up after being sutured a dozen times, and this isn't a rare occurrence as far as I can tell, as so far all of my rounds as a doctor have encountered this. Again, just something to help figure out what might be going wrong.

I mean, you could just check their chest, but the issue with that is that for some reason now scalpels not only cut somebodies chest open when you check for shrapnel, but it also attacks them.

Finally, broken bottles should have a high change to leave bits of broken glass in the target with each shank, functioning as shrapnel would, with a really high chance of leaving it behind on the shank that breaks the bottle.


Re: Blood System Feedback - Haine - 11-30-2014

All good ideas I'll look into in the morning, thanks guys!


Re: Blood System Feedback - ZeWaka - 11-30-2014

Dabir Wrote:They've always been bad, surely? Those aren't good weapons.

They are indeed good weapons if you can get somebody's brain out quick.


Re: Blood System Feedback - Bandit - 11-30-2014

I shivved a monkey with a broken bottle like 45 times one day to see if I could take him down. Turns out, it was making -me- bleeding and I died of cardiac problems. Initially dismissed this as broken bottles being a silly item with possibly some risk to the reward like the zip gun, but thought I'd share anyway.


Re: Blood System Feedback - babayetu83 - 11-30-2014

i think it'd also be nice to know how empty a bloodbag is if you have stereoscopic goggles on or whatever


Re: Blood System Feedback - DyssalC - 12-01-2014

Haven't been a mediborg recently, feel free to crucify me if this is already a thing, but mediborgs should come with a suture/sewing machine for closing wounds, and maybe an internal blood reservoir.

And the syndie shuttle needs to be updated to have these things so the syndies can either gear up with one or use it to deal with on board problem like somebody accidentally firing the RPG on the shuttle.


Re: Blood System Feedback - UrsulaMejor - 12-01-2014

Bandit Wrote:I shivved a monkey with a broken bottle like 45 times one day to see if I could take him down. Turns out, it was making -me- bleeding and I died of cardiac problems. Initially dismissed this as broken bottles being a silly item with possibly some risk to the reward like the zip gun, but thought I'd share anyway.
If you read the changelog, she already fixed this


Re: Blood System Feedback - Haine - 12-01-2014

Winklabom Wrote:It'd be nice to have clamps to prevent blood loss during surgery.
I'll have to think about this a bit and consider how I'd like to implement it, if I do.

DyssalC Wrote:Could you make it so that Health Analyzers tell us how much blood per tick someone is losing?
I've added that and a more specific readout on the total blood someone has to analyzers with reagent upgrades. Unupgraded/PDA health scanners have the same non-specific text as before, plus one for bleeding wounds.

DyssalC Wrote:Also, could you make the Health Analyzers tell us if a "Foreign Object" is inside the body?
Sure.

DyssalC Wrote:(...) for some reason now scalpels not only cut somebodies chest open when you check for shrapnel, but it also attacks them.
This was a bug, I have no idea why it was happening or how doing what I did fixed it, but it's fixed now.

DyssalC Wrote:Finally, broken bottles should have a high change to leave bits of broken glass in the target with each shank, functioning as shrapnel would, with a really high chance of leaving it behind on the shank that breaks the bottle.
I'll come back to this suggestion later, maybe. I like it, but it's not something I wanna mess with for the moment.

DyssalC Wrote:Haven't been a mediborg recently, feel free to crucify me if this is already a thing, but mediborgs should come with a suture/sewing machine for closing wounds, and maybe an internal blood reservoir.
They do come with a suture and a bloodbag, yes.
Excuse me while I set up the cross.

DyssalC Wrote:And the syndie shuttle needs to be updated to have these things so the syndies can either gear up with one or use it to deal with on board problem like somebody accidentally firing the RPG on the shuttle.
Ah, I updated cog2 with the new stuff but totally forgot about the syndie shuttle, thanks!


Re: Blood System Feedback - DyssalC - 12-01-2014

Haine Wrote:(Feedback being noticed)
Oh god our input does matter.


Re: Blood System Feedback - DyssalC - 12-01-2014

Haine Wrote:
Winklabom Wrote:It'd be nice to have clamps to prevent blood loss during surgery.
I'll have to think about this a bit and consider how I'd like to implement it, if I do.
Oh no I'm double posting because I didn't read replies to things that weren't my posts until AFTER I posted.

Perhaps it could work similarly to other surgical tools, only working on a prone target that's on a surgical table, preventing any bleeding from the patient while the clamp is in place. Though I guess the question is: Would it have to be in the surgeon's hand, or within 1 tile of the patient similar to the blood bag, or somehow applied to the patient as an equipped item, like a tourniquet maybe?