11-26-2017, 08:43 AM
So I made this fancy googledoc to dump some of my thoughts about this and organize it into something approaching coherent.
Main points include:
- Remove random death chance.
- Replace/expand damage slowdown with/into some kind of PAIN counter.
-- Too much pain becomes incapacitating.
-- BRUTE would count normally, BURN counts extra, TOX can do whatever it wants.
- Split Shock into pain and hypovolemic variants.
-- Painshock would be incapacitating, but unlikely to be deadly.
--- Regular damage would put people here.
--- Or just turn (shallow) crit into this.
-- Hypovolemic shock would be actually serious.
-- Blood loss is serious and does a great job at killing.
- Make BRUTE damage by itself less deadly.
-- Punching the shit out of someone isn't deadly on its own.
-- BRUTE would slowly regenerate to ~95
--- Just enough to get out of shallow crit/painshock if that's all that's keeping you there.
-- Make some blunt weapons have a chance of causing bleeding?
--- Sharp toolbox corners, yo.
- Infections.
-- Open wounds and BURNs could get infected.
--- BURNs are more likely to cause infections.
-- Deadly if untreated, can be localized to a part.
--- Amputate or jam a bunch of meds in there.
The purpose here is to make it so that you can kick the crap out of pesky jerks without worrying about murdering them, while still letting it be just as easy to kill someone if that's your goal.
Also, some related stuff about making injuries more interesting to work with. Infections, for life-threatening conditions that you'll want (but not always need) medics to treat. Removing the random death chance at deep crit to make it less of a waste of time to save people.
Course, with the heavy emphasis on bloodloss being the big killer, many of the easy ways to stop bleeding'll need to be reworked. Mainly so that you can't game gunshot injuries by preloading up on healing chems.
Any thoughts?
Main points include:
- Remove random death chance.
- Replace/expand damage slowdown with/into some kind of PAIN counter.
-- Too much pain becomes incapacitating.
-- BRUTE would count normally, BURN counts extra, TOX can do whatever it wants.
- Split Shock into pain and hypovolemic variants.
-- Painshock would be incapacitating, but unlikely to be deadly.
--- Regular damage would put people here.
--- Or just turn (shallow) crit into this.
-- Hypovolemic shock would be actually serious.
-- Blood loss is serious and does a great job at killing.
- Make BRUTE damage by itself less deadly.
-- Punching the shit out of someone isn't deadly on its own.
-- BRUTE would slowly regenerate to ~95
--- Just enough to get out of shallow crit/painshock if that's all that's keeping you there.
-- Make some blunt weapons have a chance of causing bleeding?
--- Sharp toolbox corners, yo.
- Infections.
-- Open wounds and BURNs could get infected.
--- BURNs are more likely to cause infections.
-- Deadly if untreated, can be localized to a part.
--- Amputate or jam a bunch of meds in there.
The purpose here is to make it so that you can kick the crap out of pesky jerks without worrying about murdering them, while still letting it be just as easy to kill someone if that's your goal.
Also, some related stuff about making injuries more interesting to work with. Infections, for life-threatening conditions that you'll want (but not always need) medics to treat. Removing the random death chance at deep crit to make it less of a waste of time to save people.
Course, with the heavy emphasis on bloodloss being the big killer, many of the easy ways to stop bleeding'll need to be reworked. Mainly so that you can't game gunshot injuries by preloading up on healing chems.
Any thoughts?