06-10-2015, 09:35 AM
I'm the kind of doc who works with perfluro and atropine and some other exotic chems like yobihodazine when I get the chance..
And I still think heart attacks are too damn unpredictable. Sure, prevent oxy damage and all that, but if someone is really badly damaged or is poisoned, having a heart attack will be the end.
Now you'd get people saying "well duh, heart attacks are fatal, let will be will be" and I agree in a sense. But not when you have a defib. With a defib you should have a fighting chance, but you often don't.
I feel like the relationships between heart attacks and defibs should have a small retweak.
Give a defib a 25-30% chance to fail. "Mr X doesn't respond"
The success of a defib will cause the person to inhale deeply, which is already a prompt "Mr X inhales deeply". A successful defib instantly cures some variable of oxy damage, I'm not sure code-wise what's reasonable, like 25-40 oxy damage or something. This will give some leg room to work with. Note they'll still need to deal with brain damage.
Now the second part is more along the line of expanding the "cardiac abscondment" or missing heart. Currently this only occurs with chems such as heart worms and is very rare to come across. To make this a little more in game, replace cardiac abscondment with "critical heart failure" which will require a heart replacement. This comes across if you have been in crit more than 2 times and have a heart attack, you have a 50% odds of going into critical heart failure. This will require a heart transplant. The only difference between cardiac abscondment which is nigh impossible to keep a player alive with critical heart failure is that the latter has stages 1/3. Stage 1 is constant cardiac arrests. Stage 2 is constant heart attacks. Stage 3 is instant death. It progresses through the stages quickly, but if you have another person working with you, you can get a robotic/monkey heart quickly enough.
And I still think heart attacks are too damn unpredictable. Sure, prevent oxy damage and all that, but if someone is really badly damaged or is poisoned, having a heart attack will be the end.
Now you'd get people saying "well duh, heart attacks are fatal, let will be will be" and I agree in a sense. But not when you have a defib. With a defib you should have a fighting chance, but you often don't.
I feel like the relationships between heart attacks and defibs should have a small retweak.
Give a defib a 25-30% chance to fail. "Mr X doesn't respond"
The success of a defib will cause the person to inhale deeply, which is already a prompt "Mr X inhales deeply". A successful defib instantly cures some variable of oxy damage, I'm not sure code-wise what's reasonable, like 25-40 oxy damage or something. This will give some leg room to work with. Note they'll still need to deal with brain damage.
Now the second part is more along the line of expanding the "cardiac abscondment" or missing heart. Currently this only occurs with chems such as heart worms and is very rare to come across. To make this a little more in game, replace cardiac abscondment with "critical heart failure" which will require a heart replacement. This comes across if you have been in crit more than 2 times and have a heart attack, you have a 50% odds of going into critical heart failure. This will require a heart transplant. The only difference between cardiac abscondment which is nigh impossible to keep a player alive with critical heart failure is that the latter has stages 1/3. Stage 1 is constant cardiac arrests. Stage 2 is constant heart attacks. Stage 3 is instant death. It progresses through the stages quickly, but if you have another person working with you, you can get a robotic/monkey heart quickly enough.