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Implemented Battle Healing Timers / Solve the Combat Problem

Komchan

Member
Joined
Dec 27, 2020
Messages
25
Putting up a thread in the non-dev section for rules.

In order to prevent endless combat, absurd healing rates and general stupidity, there should be 'limitations' on healing.

I'm not entirely sure about vort-healing, but perhaps have it also require concentration, or have a limit, eg, a single use per vortigaunt in a combat situation, ensures they're still highly valuable/useful, while limiting the absurdity.

By 'limitations' I mean the following:
- After being downed, you can be revived as normal, bandaged, get up, etc.
However:
- You have a 'temporary max health' set (depends on discussion) but probably maxxed out at about a quarter of your health until you've exited combat.
Why:
- Ensures you can, in a worst case, maybe try flee or hold out hopes, but obviously you'd be far weaker since you were just downed moments ago, even with some drugs pumping through you.

Alternative Solution:
- All items dropped upon downed (Outside of outfits, bands, radio, basics really). Controversial but ensures people can grab their medical supplies and heal them, and ensures they're not too much of a threat. Probably have it be 'toggleable' or something, in case there's an intention to avoid it occurring to event characters.


Will be putting up a thread shortly on the kinda, rules-focused method to try solve the problem of people just /me stomps on head mid-combat situation in order to pk people.
 
I think (or rather, hope) this will be addressed as a part of the CMRU/Medical overhaul, but I agree. Some topics such as capping the maximum health after healing was already a topic of conversation as early as 2021-22.
 
I think (or rather, hope) this will be addressed as a part of the CMRU/Medical overhaul, but I agree. Some topics such as capping the maximum health after healing was already a topic of conversation as early as 2021-22.
I'd say you should be able to heal to max etc naturally, or via items. Just specifically after combat situations / surrounding it, balance it more etc.
 
Partially implemented.

There are some limitations to actions during combat now, temporary HP is a thing which only specific items grant you and well... you can die from not healing from those temporary fixes.

Considering this implemented.
 
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