Marco there's such a thing as being a little too enthusiastic about things
I just want to talk about the possibility of bleeding being added with the community first, this is a discussion thread for a reason. I want to talk to the community about this.
An initial idea is meant to be built on by a community, hence the entire reason the suggestion forum exists to begin with.
If you 'do' disagree, then contribute as to why, other alternatives, or try to persuade me why the entire idea is counterproductive rather than leaving me with a blank emotionless X that tells me nothing other that someone disagrees.
Back to this specific thread, bleeding is something rarely roleplayed, you might roleplay being 'bloody', but rarely does anyone try to roleplay blood-loss, or at least from my experience within the CMU.
There's a dozen different ways this could be implemented in many shapes and forms, it can be a simple blood paint effect on the floor where the player is standing every few seconds, to an actual weapon to be used.
This would also help quickly determine who's the most badly injured, as within large groups of characters, you might not have the time to hover over each character to see if they are injured or not. The lack of visual differentation drives a play to win mindset, for example:
"My character is going to die if I don't say I am injured, but I shouldn't be able to say I am injured."
Another way to solve this is to re-configure the bleeding out system as a whole. Making it based upon GM decision instead of dying after 'X' amount of time passes which is inconvenient for MANY characters as most bleed-out deaths end up being refunded anyways.