I decided that for now I will stick with the official design (which is
here just for reference) as much as possible, so random body parts wounded it is -- at least for now --, if I manage to implement all (or most) that is planned I'll see what improvements can be done afterwards.
So first question, what does people (devs) say:a) Wounds with flat penalties and bleeding rate, regardless of the severity of the hit that caused the wound or
b) Wounds have different severities depending on the severity of the hit that caused the wound with penalties and bleeding rate varying accordingly.
Second: What does this mean? Wounds on the torso increase the amount of TUs needed for reaction fire.
a) More TUs spent for each reaction fire shoot
b) Enemy needs to use more TUs before soldier can make a reaction fire shoot
c) Both?
Also, since project just switched to C++
linkedList_t or C++ containers?
struct or class?
(in case I need to store more info on the wounds and/or a list of them)
Seems my previous question stirred things more than I intended...
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.
Assuming wounds differ from each other in severity, what if all of them have the same bleeding rate, losing an arm could be as threatening as a mosquito bite, the spec says nothing about this.
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.
No, first priority is survival of the patient, so worst wound gets treated first (assuming wounds have different degrees of severity), no choice to make here.
Problem is, the current system has people used to think "oh my soldier almost dies from that shoot, I'll just patch him up so he can keep fighting as if nothing happened", when in fact they should be in dire risk of dying, and unable of shooting accurately, moving freely, seeing clearly and/or reacting quickly.
*unless all wounds have the same severity, then you would probably be right(recently someone complained about having to click 13 times to use a medkit).
I remember this one, he got his count wrong, you need up to 11 clicks only, count them in
his very example, but note that using a sidearm requires the same number of clicks, and using a grenade requires up to 8, problem is in the UI in general not just the medikit.