Technical support > Feature Requests
Bleeding wounds
Mattn:
fix for bug #3322633 is now in master and ufoai_2.4 branch
DarkRain:
Been thinking, the official design for the health system call for randomly localized wounds, will this info (wounded body part) be shown to the player? I'd say don't because I can totally see a complaint in these lines:
--- Quote ---My guy just was shoot by an alien with a plasma pistol, from a lower level, throughout a window, while he was crouched (ie, he could only have been headshot) and he was wounded in the foot! err... I mean the legs! How come?
--- End quote ---
On the other hand showing the player the penalties caused by the wounds might be necessary, so instead of having head wounds, arm wounds, torso wounds and leg wounds we could have sight impairing wounds, grasp impairing wounds, reaction impairing wounds and movement impairing wounds, what do you think?
H-Hour:
Personally, I think localized wounds would be a very interesting addition to the battlescape, but they need to be done correctly to avoid exactly the kind of situation you describe (when a soldier is injured somewhere they shouldn't be). There is also the issue of properly displaying this to the player.
However, I think neither problem is surmountable assuming the wounds are implemented correctly. And it would allow for opportunities in the future for things like you mention: localized wounds leading to localized problems. A leg injury could increase TU cost of movement. An arm would could reduce accuracy.
homunculus:
--- Quote from: H-Hour on April 22, 2012, 04:58:28 pm ---Personally, I think localized wounds would be a very interesting addition to the battlescape [...]
--- End quote ---
that's sad, i feel it might shift the focus of the game to a hospital/first-aid tycoon type of game.
and, as far as i remember that current spec, there will be some harassment to the player, like maybe the soldier lost his arm and leg, and got bitten by a mosquito.
as far as i understand, there is a case where the mosquito bite would have to be be treated first.
and not only that, but what if the first priority is that the soldier just needs to shoot accurately, or else maybe the first priority is that the soldier needs to move somewhere.
if the treatment of the wounds depends on the order the wounds were inflicted, the player cannot make the choice.
and isn't it so that the location of the wound is chosen randomly, regardless of where the soldier actually got hit?
if that is the case, why not be honest and show things the way they really are?
and avoid the rolleyes like 'the soldier only had head visible but got shot in the legs'.
not only does this look too much (imho) like a first-aid tycoon, but also it seems largely broken, at least the way it is speced now (the way i remember), and also defeats the purpose of 'interesting' to a considerable extent by not really enabling any tactical decisions.
i wonder what it would end up like, when fully specified without those (and probably some more) problems, and what the gui would be like (recently someone complained about having to click 13 times to use a medkit).
looks bit scary/discouraging to me, while on the other hand sometimes less can be more.
i think so far no one has really tried to explain why localized wounds would be a good thing and what it would add to the game, compared to generic wounds.
maybe someone could make a start, and hopefully the whole thing would get clarified in the process?
Mattn:
we are doing traces to determine a hit or no hit - these traces can also be used to determine the location of the hit - if the face is not visible, the face can't get hit (because the trace doesn't hit)
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