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Bleeding

Marco

Radio Bob Approved
Protector
Joined
Jul 5, 2021
Messages
1,256
What would you guys think about having a trail of blood following people that are severely injured, or rather another way of 'visually' determining someone is injured from afar?

Roleplay is all well and good, but if I shoot someone in the leg with a buckshot shotgun, they should leave a 'pretty' noticeable blood trail.
 
No offense but do you just like wasting the dev's time with feature bloat
changed this to a discussion rather than a suggestion since you only read the title.
 
YIKES do you guys only read 'my suggestions'?
 
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.
 
Interesting mechanic but I think this would be too heavy on the code to have it run for each player, not to mention feels like bloat
 
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.
The suggestion isn’t bad but you can’t expect people to actually delve into this sort of mechanic and how it could work if you’re not willing to do it yourself.

“Guys I think we should add a bleeding mechanic, to visually allow players to see if someone is injured or not.”

Your initial post doesn’t even properly describe what you’re looking to suggest. Even you had to elaborate yourself after a few replies, which leads me and others to believe you’re just making any suggestion that comes to mind, flinging shit at a wall and seeing what sticks. If you’re looking to make a real suggestion I implore you to actually present what you’ve got:

“I think we should add X, Y and Z. I think it could work like this, offer some good RP for the CMRU, but also make combat impactful for CPs and rebels, while also enforcing the danger aspect for OTA as it wouldn’t obviously effect them. But also to alleviate the worry of people bleeding out, we could allow players to hold a certain button to stop the bleeding somewhat, but not completely, and in return slow their character down.” — it’s not perfect but you can see the difference between what I just wrote, and what you did.



Now with that being said I think most people can agree that right now the combat system can’t properly facilitate a bleeding mechanic. That isn’t to say the idea is bad either. I think an overhaul to the current medical system could greatly benefit various aspects of roleplay and the sever. The CMRU for example could finally breathe some fresh air, making them feel like a necessary faction rather than what they are now. But right now I think we should instead be hoping for an overhaul rather than a few separate changes.


Again, if you’re gonna make suggestions for the future Marco, don’t make them like this.
 
It's sad that this idea was preluded with so much stuff that's disliked as I kind of like this one.
I think it really adds to the basis of realism as it makes firefights more important. If someone goes down and they have to retreat it gives people a chance to follow them instead of them minge running into the void and being hard to find if they haven't ran into a dead end. As well I can see this creating some interesting roleplay.

Some really basic examples would be there is a sweep six units engage a group of four rebels, one is shot down and then they revive him or drag him away as they retreat. Now the sweep has a blood trail to follow making the fire fight have more weight than just the loss of a medical script but the chance of losing their characters if caught.

Another would be a citizen stumbles into the CMRU and a trail of blood follows them. I think the visual would be cool as well as give a instant idea of who needs to be helped first. Although yes this could be simply roleplayed on both accounts it at least gives cool visuals that I think everyone wants out of their game.

But I do see how this may be bloat.
 
There was a StalkerRP server that had this sort of a bleeding mechanic that affects the player in combat, but when there were 25+ players all fighting and bleeding, it heavily impacted the server with resources and thus it became laggy until it crashes. The server didn't use a slow provider infact it was really fast.

But using a bleeding/gore system on a server with 60+ players is going to impact the server performance a lot and not to mention players having slower PCs are going to have a rougher time.
 
Realism has to have a certain point to where its halted to ensure that normal gameplay isn't hindered it. Bleeding, limb loss, magazines, skill loss on low hp, armor repair, item repair, health, painkillers, etc etc infinite list of stuff that just makes it annoying to play.
 
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