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Bleeding

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Maine

Radio Bob Approved
Joined
Jul 15, 2021
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262

The Bleeding Mechanic​

It's a simple, yet efficient way of adding more to Combat Mechanics. Say you get shot up or slashed at by someone. You wouldn't brush it off and go on with your day, would you? You'd have wounds and start bleeding, but as of now you don't and you opt to take a painkiller or 2 to heal up your HP and shrug it off.


What if that wasn't the case though? What if you had to care for what medical equipment you bring into battle, and what you'd carry on you normally. In this case, I propose that if you get shot or slashed by a melee weapon you should start bleeding.

Whilst in the "Bleeding" effect, you'd lose 5 HP every 10-15 seconds (Placeholder, these values may be changed as Devs please). And the only way to stop it would be using any form of bandage / Medkit. Alongside this, you'd leave a trail of blood splatter on the ground every time you took bleeding damage. This would stop people partly from shrugging off getting hit by sharp weapons or getting shot, due to as long as they get out of the battle and into safety they can shrug off their wounds or heal them at a later date.
Now of course this wouldn't stop it completely, but it's better than nothing.


Though of course, I'd love to hear feedback on this in the comments. To see if this is actually a feature that people could see as a thing in the future and of course if the devs are capable of implementing such.
 
Based, damage causing you to limp or walk slower would be great too.
 
It would be nice if we took longer to bleed out and had the option to bandage ourselves while downed. But even if bandaged you wouldn't shoot back up you'd need to be grabbed and dragged off/stabilized, You just wouldn't bleed to death. Was a big issue in BOTS event last weekend.

Maybe have your medical skill effect the effectiveness of bandaging, And you have to change out the bandages every bit as you would IRL. as you start bleeding again.
 

The Bleeding Mechanic​

It's a simple, yet efficient way of adding more to Combat Mechanics. Say you get shot up or slashed at by someone. You wouldn't brush it off and go on with your day, would you? You'd have wounds and start bleeding, but as of now you don't and you opt to take a painkiller or 2 to heal up your HP and shrug it off.


What if that wasn't the case though? What if you had to care for what medical equipment you bring into battle, and what you'd carry on you normally. In this case, I propose that if you get shot or slashed by a melee weapon you should start bleeding.

Whilst in the "Bleeding" effect, you'd lose 5 HP every 10-15 seconds (Placeholder, these values may be changed as Devs please). And the only way to stop it would be using any form of bandage / Medkit. Alongside this, you'd leave a trail of blood splatter on the ground every time you took bleeding damage. This would stop people partly from shrugging off getting hit by sharp weapons or getting shot, due to as long as they get out of the battle and into safety they can shrug off their wounds or heal them at a later date.
Now of course this wouldn't stop it completely, but it's better than nothing.


Though of course, I'd love to hear feedback on this in the comments. To see if this is actually a feature that people could see as a thing in the future and of course if the devs are capable of implementing such.
The primary problem i see with this, is making rebels lives already harder then they currently are. Rebels do not want to play the server. The long and short of it. Rebels got shafted after v3's "Uprising" event which to be fair wasn't even an uprising. It was was rebels blowing up a checkpoint. Regardless. They got shafted after the map change in favor of everyone else. So while the server right now is really boring honestly, because of the shit tier citizen economy. Rebels have it almost as bad with vendors being annoyingly in separate places. They sell different things. And the annoyance of how dangerous the underground is. Adding a bleeding mechanic for people when they get damaged down below. Is going to force them to just not want to play because for example; lets say they get hit by a zombie, zombie dies. They survive, end up bleeding but they don't have bandages on them or have the supplies to make them (cloth is annoyingly hard to find now) They eventually bandage up through a miracle of managing to find some cloth or buying some. Suddenly they're left at super low health, they cannot go back down there until they're healthy, which depending on how quick health regen is or if their food and water are full enough. They cannot go back down and are left to do fuck all for 30-40 minutes till their health regens. Thus leaving them to do really nothing because of the entire fucking divide the admins introduced over this whole. "SHUN THE UNDERCLASS" Shit, its not exciting. Its not fun, its literally stupid for rp, makes it pointless and in general makes it unfun for really anyone playing a rebel now.


TL;DR. Rebel rp would suffer more, and those that actually would probably play the server rn, will lose interest.
 
The primary problem i see with this, is making rebels lives already harder then they currently are. Rebels do not want to play the server. The long and short of it. Rebels got shafted after v3's "Uprising" event which to be fair wasn't even an uprising. It was was rebels blowing up a checkpoint. Regardless. They got shafted after the map change in favor of everyone else. So while the server right now is really boring honestly, because of the shit tier citizen economy. Rebels have it almost as bad with vendors being annoyingly in separate places. They sell different things. And the annoyance of how dangerous the underground is. Adding a bleeding mechanic for people when they get damaged down below. Is going to force them to just not want to play because for example; lets say they get hit by a zombie, zombie dies. They survive, end up bleeding but they don't have bandages on them or have the supplies to make them (cloth is annoyingly hard to find now) They eventually bandage up through a miracle of managing to find some cloth or buying some. Suddenly they're left at super low health, they cannot go back down there until they're healthy, which depending on how quick health regen is or if their food and water are full enough. They cannot go back down and are left to do fuck all for 30-40 minutes till their health regens. Thus leaving them to do really nothing because of the entire fucking divide the admins introduced over this whole. "SHUN THE UNDERCLASS" Shit, its not exciting. Its not fun, its literally stupid for rp, makes it pointless and in general makes it unfun for really anyone playing a rebel now.


TL;DR. Rebel rp would suffer more, and those that actually would probably play the server rn, will lose interest.
An understandable concern, although what I believe may contribute towards having a bleeding mechanic yet letting sewers still be accessible is perhaps making bleeding only initiate if attacked by another player / by a firearm? As said, I'm unsure on how LUA has its limitations and if this is even possible, but if so. It would only make a threat when in combat against OTHER players, rather than the swarms of NPCs that are spawned daily.
 
Problem with bleeding like this is that it punishes you for roleplaying, if you spend time /me'ing or saying things you're putting your life in danger for no reason. Realism is cool, but this, unfortunately, doesn't introduce realism, it introduces an awkward gameplay mechanic that'll get in the way of roleplay.

I think bleedout is sufficient to represent significant blood loss, and smaller injuries will either be healed anyway (because no one wants to be hurt) or someone will do a "/me wraps their shirt around the wound" which justifies them not bleeding out immediately anyway.

"SHUN THE UNDERCLASS" Shit, its not exciting. Its not fun, its literally stupid for rp, makes it pointless and in general makes it unfun for really anyone playing a rebel now.
Big true.
 
Agreed on what was mentioned above, as interesting as it would be it's just making everyone's life harder. Way more negatives than positives here. Especially with how hard it can sometimes be to obtain medical items.
 
The primary problem i see with this, is making rebels lives already harder then they currently are. Rebels do not want to play the server. The long and short of it. Rebels got shafted after v3's "Uprising" event which to be fair wasn't even an uprising. It was was rebels blowing up a checkpoint. Regardless. They got shafted after the map change in favor of everyone else. So while the server right now is really boring honestly, because of the shit tier citizen economy. Rebels have it almost as bad with vendors being annoyingly in separate places. They sell different things. And the annoyance of how dangerous the underground is. Adding a bleeding mechanic for people when they get damaged down below. Is going to force them to just not want to play because for example; lets say they get hit by a zombie, zombie dies. They survive, end up bleeding but they don't have bandages on them or have the supplies to make them (cloth is annoyingly hard to find now) They eventually bandage up through a miracle of managing to find some cloth or buying some. Suddenly they're left at super low health, they cannot go back down there until they're healthy, which depending on how quick health regen is or if their food and water are full enough. They cannot go back down and are left to do fuck all for 30-40 minutes till their health regens. Thus leaving them to do really nothing because of the entire fucking divide the admins introduced over this whole. "SHUN THE UNDERCLASS" Shit, its not exciting. Its not fun, its literally stupid for rp, makes it pointless and in general makes it unfun for really anyone playing a rebel now.


TL;DR. Rebel rp would suffer more, and those that actually would probably play the server rn, will lose interest.
Na bruh bleeding would be cool
 
Problem with bleeding like this is that it punishes you for roleplaying, if you spend time /me'ing or saying things you're putting your life in danger for no reason.
Kinda how it already is where if you type during the bleedout stage, the game will count every time you type ‘E’ as you holding it down to die faster. That’s why when I last got PK’d I was kinda just silent until death because I was like “maybe they’ll bandage me at the last second, I need to conserve all the time I can get” but turns out they weren’t gonna bandage me at all…
 
Denied.

While this is a good feature on paper, it wouldn't work that well in practice. In addition to the negatives mentioned above, such a feature would hinder roleplay. People would be forced to type fast /me's, not roleplay at all, or bleed out mid-/me. I had this feature on my own server for a while, and people would bleed out mid-roleplay because of this.
 
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