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Cogwerk's Ailments! The end of Crit! A glorious new day!
#16
Separate brute damage into bruise damage and laceration damage.
Bruise damage is from getting hit with blunt things. Significant bruise damage causes broken bones as suggested:
david2222121 Wrote:For brute damage, what if the ailments are broken bones, and which bone breaks depends on where you're hit? Get a leg broken and you start hobbling your ass off and can't run at all, break an arm and it might as well have fallen off for all the good it's doing you, though at least you aren't bleeding, crack a rib and you take small amounts of damage running as the shards poke against your lungs(or major, depending on how bad the break is), and a skull fracture meaning you're more likely to get knocked out/get braindamage from headshots.
Take it even further too. Cave some jerks head in like: http://www.youtube.com/watch?v=i5ufgkJ-uVE

Laceration damage is from getting hit with sharp things. Significant laceration damage is already there, like cutting someone's limb's off. It'd be cool if the same thing was done for legs. One missing leg makes someone go at walking speed, however they constantly trip and fall. Both missing legs.. well..
Signifacant laceration damage to the chest would cause disembowelment. Guts falling to the ground. Perhaps resisting means you clasp your guts? Gruesome. But also relevant, seen as I've spotted a crate of guts in the morgue. You could also hide shit inside bodies, for extra gruesomeness.
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#17
I believe he's already doing something like that, but with Blood instead of laceration. Blood loss is basically that anyway, so it works out.
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#18
Dr. Kay / InfiniteMonkeys suggested changing the hard death cap at -100.
Idea:

Code:
if(src.brainloss >= 90 && src.health <= -100 || src.health <= -300)
     death()

switch(src.health)
     if(-9999999999 to -100)
      if(prob(25))
        src.contract_disease(new/datum/ailment/disability/flatline, 1, 0)

I'm gonna try this out instead of having death() called at the current cap.
You'll keep flatlining if your health is below -100, -100 health + 90 or more brainloss will kill you outright, and brainloss will rapidly accrue while flatlined.
If not treated, I'd like to aim for braindeath taking about thirty seconds past hitting -100 health.

Of course the flatline disability will have shocks as a cure, but if you don't fix the health problem, they'll just keep flatlining again as they get burned to hell by doctors yelling CLEAR and slamming the patient into an electrified grille or whatever.
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#19
So does this mean if someone is cluwned, and then beat to death, they'll die immediately instead of flatlining?
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#20
Yep.
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#21
If flatlining can be cured with shocks, does that mean medical will be getting a defib at some point in the foreseeable future, or are we going to have to forever rely on the AI electrifying a door for us?
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#22
Further testing, with flatline effects kicking in around -100 and the hard cap turned into a health-derived probability:
Suffocation | Toxin | Burn | Brute

Initropidril killed Test Clown #1 in roughly thirty seconds with extremely rapid suffocation damage.
Damage Specifics: 267-114-0-0
Final health: -281
Brain damage: 4

Two shotgun blasts left untreated killed Test Clown #2 in roughly two minutes, primarily bleeding damage.
Damage Specifics: 187-0-0-140
Final health: -227
Brain damage: 0

Two esword strikes killed Test Clown #3 in about three and a half minutes.
Damage Specifics: 237-0-0-120
Final health: -257
Brain damage: 16

One superflash left to burn killed Test Clown #4 in about five minutes.
Damage Specifics: 409-0-130-0
Final health: -439
Brain damage: 98
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#23
This is nothing but awesome. The medical system has needed an update for ages.
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#24
Cogwerks Wrote:One superflash left to burn killed Test Clown #4 in about five minutes.
Damage Specifics: 409-0-130-0
Final health: -439
Brain damage: 98

What exactly is a superflash?
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#25
super flashes are flashes hastily hooked up to power cells which light people on fire.
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#26
Testing is going pretty well. This will have a couple of major effects on combat. If you want someone dead, you had better make sure they don't make it to medbay.

If you are in critical, it's not game over yet, but your health will very rapidly deteriorate unless someone stabilizes you. If you're not taking recurring damage from blood loss or poison, you'll have a pretty decent chance of survival if someone gives you CPR and saline to fend off going into shock.

If shock is not treated or injuries progress past -50 health, heart failure becomes significantly more likely as your health deteriorates. If that happens, you have a much shorter window of time before you fall unconscious at -100 health. Atropine or epinephrine have a chance of fixing this.

As soon as you pass -100, you go into flatline and start taking rapid suffocation and brain death.
Every life cycle past this point checks against a probability of death, there is no hard cap.
Brain injury is weighted heavily over total health.

At 0 brain injury and -100 health, your chance of death per cycle is 1%.
At 100 brain injury and -100 health, the death chance is 6%.
0 brain injury, -200 health = 2% chance.

Keeping the brain aggressively oxygenated becomes the biggest struggle there, but with the right medicines and a lot of danger you can recover someone from this state if you are pro as all hell.

If not, once they lose consciousness, death will likely arrive in about a minute or two.
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#27
Can we please please please also have airway collapse/obstruction, intubation, etc.? Circulation control is great, but airway and breathing actually comes before circulation in emergencies.

And maybe we can have other stuff like tension pneumothorax (emergency decompression!), fractures... sorry. Excited for more medical stuff.

(Also can Med Docs have something unique? As it is I don't think there is anything they can do that Roboticists and Geneticists can't.)
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#28
CPR handles suffocation damage fairly well, and that's the bulk of what's hurting you in critical.
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#29
Well, the purpose of CPR is of course to keep oxygen going to the brain, but if your airway is obstructed then you're not getting oxygen into the lungs; which defeats the whole purpose of CPR... thus airway control, which can likely include intubation, is the most important thing; followed by breathing and then circulation.

Also, a gripe. Defibrillation works by stopping a heart that is beating abnormally (e.g. VFib) so that your natural pacemaker may restart it on a (hopefully) normal rhythm. It doesn't work on a heart that has stopped, i.e. flatlined.

Of course, SS13 is not a reality simulator, so pffft.
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#30
sso pretty much as a traitor get something that'll ruin the body.
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