09-16-2018, 02:02 AM
I feel like there's probably plenty of flaws in this idea, and I'm sorta questioning how worthwhile it would be to implement, but I also think it could open up some interesting conversation so here I go anyways.
There's a number of areas in the game where pain and it's effects are implied, but as far as I know these are just approximations, rather than being based on any one system.
For example, being hurt more (specifically, getting closer to lethal damage) causes you to slow down, until eventually you're passing out and agonizingly dragging yourself to medbay. Similarly, burning heat or freezing cold will cripple your speed. I feel like things like this could be made into a distinct feature which would allow for more granularity and customization.
Some sort of meter, maybe similar to the heat indicator, which describes your level of (dis)comfort. A higher level would result in slower movespeed, clumsiness, fainting, losebreath, maybe other effects depending on the situation. This would be made distinct from health, in this case. As a result, you could make it so different types of damage cause different amounts of pain, and other painful environmental factors can have a common system to rely on. Toxin damage might bring you down to a low health without impacting your movement speed much, for instance. On the flip side, maybe having certain chems in your blood would be horrifyingly painful without necessarily bringing you closer to death.
There's a number of areas in the game where pain and it's effects are implied, but as far as I know these are just approximations, rather than being based on any one system.
For example, being hurt more (specifically, getting closer to lethal damage) causes you to slow down, until eventually you're passing out and agonizingly dragging yourself to medbay. Similarly, burning heat or freezing cold will cripple your speed. I feel like things like this could be made into a distinct feature which would allow for more granularity and customization.
Some sort of meter, maybe similar to the heat indicator, which describes your level of (dis)comfort. A higher level would result in slower movespeed, clumsiness, fainting, losebreath, maybe other effects depending on the situation. This would be made distinct from health, in this case. As a result, you could make it so different types of damage cause different amounts of pain, and other painful environmental factors can have a common system to rely on. Toxin damage might bring you down to a low health without impacting your movement speed much, for instance. On the flip side, maybe having certain chems in your blood would be horrifyingly painful without necessarily bringing you closer to death.