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[CLOSED PR] Broken Bones, Casts, Splints, and Crutches
#23
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Okay, let's summarise the conclusions and suggestions that have been said so far (the bold words summarise the point):
  • Good for RPing, not so much for classic.
  • Suggestion: It's worth introducing chems to interact with the bone system, in terms of repair speed (or bone health directly), strengthening and weakening. Certain brute repair chems could 'also' heal bones.
  • Doesn't fit in properly with the combat system:
  1. Combat is too fast for this to be viable, as a broken bone equals an instant loss of the fight basically
  2. People will aim for bones in order to try and cripple faster (good or bad depending on your view on lethality vs incapacitation). Similar functionality as severing limbs with katana, it fucks up their movement. Similar applications. It's also worth buffing limb severing so that bone breaking is favoured over that rather than being the same. This can also make 'lethals' more about fucking them up so they can't escape rather than outright putting them on death's door.
  3. Powergaming involves preemptively installing borg arms because they can't break (should they be breakable? not really, casts won't do anything on them. If they do break they have to be fixed some other way). This will annoy roboticists, but also rewards thinking ahead...
  4. Buffs people who play aggressively and have big strong brute weapons. Sec tends to use stuns, so this buffs basically exclusively antags, or the collective force of a crowd attacking valid antags.
  5. Hinders reengagements by forcing people to slow down. Both good and bad.
  • Doesn't fit in properly with the medical system:
  1. Doctoring on classic involves a lot of "help yourself" and prioritises speed. Broken bones are pretty much as far from that as you can get..
  2. Long lasting consequences are a very big tone shift. Nobody seems to like having long lasting afflictions
  3. There should be more than just splints and casts for bone repair. Possibly keeping it as a low tech "do it yourself" option while there's some more high tech and faster sci fi bone repair methods, like possibly cryo or chems.
  4. The brute damage from the bone fragments will most likely confuse people (like how appendicitis confuses people when they start losing health for no discernable reason). However, you'll only incur damage when you try to use said broken limb. Still, like organ damage, it may annoy people.
  • "Hey what if you did organ damage instead" for long lasting damage. Or just having weapons that have long term impacts. (the reason why is that i don't want to, i want bones to go crunch, i want people to hobble about on crutches. The speed of bone healing is a side thing honestly, i could just have it be repaired under brute, i just want heavily injured people to have their movement hindered)
  • Bones will only take damage when the individual damage source is above 30 brute. This means nukie and sec armour should prevent most bone damage.
  • The only bones being considered in this PR are arms and legs. Ribs and skulls are a whole other kettle of fish which i am not touching right now.
  • Suggestion: Twists, dislocations and sprains could have similar movement debuffs without the slow recovery, and could be fixed with a quick help intent on the affected limb (possibly incurring a small amount of brute when being 'set') . Has a similar 'heat of battle' impact but doesn't have the long after battle care of bones. Makes limb targeting in combat actually have an impact (if you sprain the arm they're attacking you with, they might drop their weapon Sleeping bee )
  • Suggestion: Fracture damage (i.e. bone damage) makes that limb incur more damage under circumstances depending on usage. Quite similar to the original idea.
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RE: [PR] Broken Bones, Casts, Splints, and Crutches - by Tyrant - 04-19-2023, 09:59 PM

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