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- Apr 13, 2020
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- #1
Medical System Overhaul
Before I discuss this, let me preface this suggestion with something that I wish could go without saying:
THIS IS NOT INTENDED TO REPLACE THE FUNCTIONS OF MEDRP AND THE EXISTENCE OF THE CIVIL MEDICAL UNION FACTION.
RATHER, it is intended to help streamline the faction & improve the standard of roleplay within.
What is the problem / Why the change?:
Currently, our medical system is very basic. Characters have HP, and when that HP depletes, they go into bleedout. There are a handful of medical scripts which can be used to revive someone from bleedout. The 'medicine' skill determines how effective your character is at using these items.
I see this result in people doing little to zero RP for injuries, as instead of going to the CMU, they can instantly fix their broken legs with a bandage or something and go about their day. I think this is partially due to laziness, as well of a (willing or unwilling) lack of understanding of how injuries affect people's characters. This is Fail RP but very few people seem to care.
However, there is no formal system to track a character's infliction, which means that every character is essentially in perfect health at all times. This is immersion breaking to some, as you'd expect many of the denizens to have some sort of condition. Yet, the people who correctly RP them are few and far between.
Again, I think this is because of a lack of information (especially for people new to serious RP).
How can we improve it?
It is because of this that I propose that we integrate a localized damage system. This will inform the player of their injuries and give them the information they need to correctly RP their conditions and how to treat them. The afflictions that they recieve will be added automatically (ex: getting shot, spore exposure, getting beat up, etc) or manually (by a GM). The actions available to the character, and the information given to them, will depend heavily on their 'medicine' skill.
On top of that, the injuries should have a lot more depth. More on this in the detailed summary.
As for the interface itself, two systems come to mind.
The Health menu in Project Zomboid:
And the excellent Arma 3 ACE Medical Menu:
How can this improve RP specifically?
The core experience of Willard is survival. Most characters should be barely getting by day in and day out; clawing and fighting to meet their needs. I think an in depth medical system could work really well with our existing complementary systems to heighten player's immersion.
Also, with a system as complex as this, few characters will understand / be able to use it effectively. This means that characters that are able to will be forced to go to the CMU. Resistance groups, refugees, etc. will require dedicated medical characters and more items- adding more depth to their economy and society outside of the union.
IMPORTANT: Yes, I know, people CAN & SHOULD just RP these things. However, many don't (or don't know how to), so that argument (while good in theory) falls flat.
How will it work?
- Localized Damage
- A character is split into many areas (aka: left/right hands, left/right arms, left/right legs, left/right feet, abdomen, chest, neck, head, left/right eyes)
- Each area has its own affect over a character, and damage to individual areas can result in different symptoms. Here are just a few examples:
- Eyes
- If one eye is damaged, their vision is heavily effected. Meaning that weapon accuracy is dramatically reduced, for example.
- If both eyes are damaged, a character can become nearly blind (like if a character has bad vision and takes their glasses off currently) or completely blind.
- Arms
- If either arm is damage, strength is heavily reduced.
- If the character's dominant arm or hand (aka right arm/hand) is damaged, their weapon accuracy is heavily affected.
- If its bad enough they might not even be able to equip a weapon, do crafting, etc.
- Legs
- If either leg is damaged, the character's movement speed will be affected based on the severity.
- Depending on the severity, a character might not be able to jump and/or crouch.
- If it gets bad enough, they might not be able to walk at all- stuck in place, and requiring to be carried by others to get around.
- Head
- Moderate damage to the head could result in a concussion, making someone's intelligence, vision, strength, etc. all impaired.
- Major damage to the head could make these afflictions permanent, and could cause a hemorrhage which, if not treated by someone (a character with specialized equipment and a high medicine skill) could result in death.
- Eyes
- In addition to symptoms being specific to the damaged area, some things will happen regardless of the area in which the damage occurred. Ex:
- If a character is shot in the arm lets say, then depending on the caliber, penetration, etc then their arm would have specific damage as described above.
- In addition to that, certain things can happen to that area that work the same way as everywhere else:
- If there is no exit wound, then the bullet fragments will remain in the wound. Requiring a character (with the proper level of medical skill and equipment) to remove them for the wound to heal correctly.
- There is a chance a bone is hit and fractured, or an artery is struck. The latter resulting in immense bleeding, the former resulting in the requirement of intense treatment.
- The wound may require suturing before it can ever heal correctly.
- If the wound is not properly disinfected, has its fragments removed, sutured, and bandaged, then it will never fully heal. It may develop an infection as time goes on (more details to follow)
- Infections, diseases, and other afflictions
- If a wound is not treated correctly, or if a character is exposed to a pathogen, then they can develop an infection and/or disease.
- Depending on what it is, it can affect them in many ways:
- High spore exposure can cause all kinds of problems to the host body, and can eventually become fatal.
- If a gunshot wound, laceration, etc is not treated, a character can get some kind of infection which will gradually wreck their strength, speed, agility, intelligence, and everything else. If it goes untreated for long enough, the affected limb might have to be amputated. Eventually this will result in death as well.
- Amputations, prosthetics, and other related items
- This system could also allow for their to be IG prosthetics for characters who have had limbs amputated. Depending on their quality, they can restore some or all of the original function of the limb.
- If they are developed, we can even work on adding proper augmented appendages which can be crafted and installed by characters with the resources to do so. These augmentations can have anywhere from minor, to major increases to various things such as:
- Augmented eyes:
- Thermal vision augmentations (a near-end-game item that few, if ever, will have access to)
- Heightened perception.
- Replacement for characters who were previously blinded.
- Augmented arms:
- Higher strength, better accuracy, etc etc
- Replacement for characters with amputated/damaged arms
- Augmented legs:
- Faster speed, running is less drain on stamina, higher jump, can fall from higher before they get fall damage, etc.
- Replacement for characters with amputated/damaged legs
- Augmented eyes:
SUMMARY / TL;DR
To heighten immersion and roleplay quality, we should add an in depth localized damage medical system similar to that of Project Zomboid, Arma 3 ACE Medical, etc.