Technical support > Feature Requests

Bleeding wounds

(1/20) > >>

homunculus:
I wonder what became of the wounds system that was attempted a few years ago?
I remember it was attempting to implement wounds by bodypart, with each bodypart wounds having special effects.

As back then, I would still suggest a simpler generic wounds level that would be simple enough to display to the user as a bar in battlescape HUD, rather than making the user open a special window to see the details.
The basic idea is to add a blood pressure bar and to split the health bar into:
1) undamaged health points--undamaged vs total health points affect general efficiency of the soldier's stats.
2) bleeding wounds--reduce blood pressure (quickly enough, so that treatment must be urgent).
3) treated wounds--do not bleed but also do not count as undamaged health points as far as soldier stats are concerned, and needs to heal in a hospital.
The additional blood pressure bar might have some effect on stats, and would cause unconsciousness and death if it drops low.

geever:
The guy started implementing the system has disappeared...

He uploaded the half-patch to the tracker, but noone has picked up the line yet.

-geever

Kahvipannu84:
How about making Medikits one time use items? Or have them have clipsize of 1, and make the clip so big you couldn't carry it with soldiers, so that using it on field would make it empty without reloading possibility, but in base they could be "recharged" instead just making new ones, if it is possible.  ???

They are easilly exploited now on battlefield, since you can heal all soldiers there completelly, and no healing is needed at base. Ofcourse it's up to player if to use them or not, but something like this would make temporary solution for it.

DarkRain:
In fact in my game I’ve modded the medikit to have only 5 shoots per battle (recharged at the base) and halved effectiveness, it's still overpowered  :-\ maybe one use per battle would work indeed (keeping the halved effect otherwise even a single heal can recover nearly 50% HP of a soldier).

It's a simple mod, as it only needs a little tweak to the scripts, but adding ammo to the medikit also renders it un-throwable, but it's a minor concern as all my soldiers carry a medikit, you see, tough I consider it an exploit it doesn't prevent me from using it (it's the devs fault for making the system exploitable :P), tough all my dropship bases have a hospital and any soldier that happens to return wounded (like getting shoot while killing the last alien) stays for a medical leave.

One of these days I might hack a simple bleeding wounds system into my game and stop myself from using exploits :)

Edit: I forgot to mention  that my modifications also render the medikit unusable in skirmish (same problem than the stun rod)... that idea of the un-equipable clip might help.

Kahvipannu84:
Yeah, I too know it's a exploit, but still use it in the battlefield.. I play "no reloading a game" style, and try to keep my veteran soldiers alive anyway possible. It would be dumb to not use med-kit at all, since on hard difficulty aliens seem to wound a lot of your soldiers on the battlefield, but using it feels cheating.. :/

If you do changes that make it one use, lowers it effectiveness, bleeding wounds, or similar, could you post them here to the forums?

Navigation

[0] Message Index

[#] Next page

Go to full version