Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!

Accepted Localized damage/medical system overhaul

Status
Not open for further replies.
Just have it be a simple system meant to pressure players and guide them to properly roleplay their injury, and said injuries treatment. Leave all this ACE3's esque medical bullshit behind.
 
Gunshot wounds are crippling, life changing experiences. Currently people treat them like papercuts, and it breaks a lot of people's immersion.

No amount of asking people nicely will ever solve this.

The reality of the situation is that (in most cases) you are playing a mortal, fragile human character. If your character decides to get in a firefight and gets shot, as a consequence, the character's leg is broken and requires some work to fix; time to heal. If your character gets shot in the right hand then they can't shoot a gun until it heals. I.. don't see why that is a problem. People should already be RPing that but they're not.

You're forgetting this would apply to every faction - so what happens if a CP gets a knee blown out or a hand rendered useless? They've probably just been recycled and lost their character because you can't have a cop out of action for several weeks.

Secondly, this system is utterly brutal with TBC. Someone could literally walk up to you and magdump you in a limb to cripple you for weeks.

Finally, this would absolutely ruin any incentive rebels have to actually do anything - more than they've talked themselves into now. They're not going to risk getting lamed (which would up their risk of a PK significantly).

WN has built itself up around mechanical systems that you need to use to get involved. You can't then introduce more systems that potentially cripple your ability to do those things, not unless you want people to just not play.
 
Last edited:
You're forgetting this would apply to every faction - so what happens if a CP gets a knee blown out or a hand rendered useless? They've probably just been recycled and lost their character because you can't have a cop out of action for several weeks.
This is turning from an argument about medical system into an argument complaining about characters getting hurt and needing to RP their injuries.

Yes if a CP gets kneecapped it'll take them awhile to recover, or they might even get de serviced for it. This has been a thing in HL2RP for years, people are just ignorant to it. By the rules its considered Fail RP, but we have little way to know or enforce that its being done.
Secondly, this system is utterly brutal with TBC. Someone could literally walk up to you and magdump you in a limb to cripple you for weeks.
Yes. You're playing a fragile human character. These things happen currently, but people just refuse to RP their character as a human.
Finally, this would absolutely ruin any incentive rebels have to actually do anything - more than they've talked themselves into now. They're not going to risk getting lamed (which would up their risk of a PK significantly).
This is more of an issue with resistance in general. However, as you said earlier, a system like this makes CPs and OTA more vulnerable too. With V3 (and gears of industry update) these items would become very important too.

For example: If the resistance could stop a shipment of medical items for long enough, they could cripple the CP force with one well timed attack and they would be low on items they could use to recover promptly. Giving them a perfect window to do a vort escape, for example.

So, it effects everyone equally I think. It makes some things more risky yes, but it also provides depth to a currently shallow system that offers new ways for rebels to exploit the system.

WN has built itself up around mechanical systems that you need to use to get involved. You can't then introduce more systems that potentially cripple your ability to do those things, not unless you want people to just not play.
You don't have to use the systems. The majority of my characters have never touched a crafting bench, and have never been in TBC, etc.

Even then, as I said earlier, these systems are shallow and easy to exploit.

They're also not the reason people play. People don't play HL2RP so that they can grind trash spawners all day and craft junk items with it. Its what people do on Willard because its easy to exploit. God forbid their character gets shot and can no longer craft junk items with a broken hand until it heals. Then, they'd have to go to a clinic to get fixed up- a clinic ran by some group in the slums. It'd be awful because they'd have to roleplay the fact that their character is a fragile human living in an incredible hostile world.
 
Just have it be a simple system meant to pressure players and guide them to properly roleplay their injury, and said injuries treatment. Leave all this ACE3's esque medical bullshit behind.
Thats what it is?

Its a system which describes to people their injuries, and what treatments are available for them to use on them. It uses debuffs as a way to pressure players into not ignoring these issues- exactly as you described.
 
This is turning from an argument about medical system into an argument complaining about characters getting hurt and needing to RP their injuries.

Because your proposed response to the lack of MedRP is a mechanical system that directly forces injuries to be handled mechanically. These things have to be considered if you want this system to work out.

Yes if a CP gets kneecapped it'll take them awhile to recover, or they might even get de serviced for it. This has been a thing in HL2RP for years, people are just ignorant to it. By the rules its considered Fail RP, but we have little way to know or enforce that its being done.

But previously, for the sake of fun, that could usually be mitigated. Cops already have to deal with the same level of character loss as rebels do, adding on the very real mechanical possibility they could be PK'd for being maimed in a firefight is just massive overkill. Its not going to embolden people to do more, its going to encourage them to do less - which is unfortunately the running theme for this concept.

It'd be a totally valid argument if cops had the option not to sweep but they literally can't for server balance.

Yes. You're playing a fragile human character. These things happen currently, but people just refuse to RP their character as a human.

People refuse to be put out of action for possibly IRL weeks because its not fun for them. They're on a constantly evolving server where you can miss out on a lot simply due to not being able to be involved.

Yes you'll see cases of people laming their characters intentionally because they wanna tell that story - and that's great! I genuinely support that. But making a system that forces it on you mechanically is not the play here.

You don't have to use the systems. The majority of my characters have never touched a crafting bench, and have never been in TBC, etc.

Even then, as I said earlier, these systems are shallow and easy to exploit.

You do as a cop and you (often) do as a rebel, the two groups that will suffer the most from this change.

And you're right, these systems are easy to exploit - which is one of my main points. TBC renders you basically a free target. Even if I know I'm going to die I can still make sure to cripple a cop or two to force them to take a PK as well, or fuck up a rebel to make them miss an event or something.

And I know that sounds far-fetched but staff have gone on record many times saying just how much people exploit TBC to come out on top. It happens, it'll happen again. And hell, not being able to use a weapon or sprint and jump? That sounds awful. Hobbling around a map just isn't fun for anyone.

They're also not the reason people play. People don't play HL2RP so that they can grind trash spawners all day and craft junk items with it. Its what people do on Willard because its easy to exploit. God forbid their character gets shot and can no longer craft junk items with a broken hand until it heals. Then, they'd have to go to a clinic to get fixed up- a clinic ran by some group in the slums. It'd be awful because they'd have to roleplay the fact that their character is a fragile human living in an incredible hostile world.

You're right, people play to have fun and have a good time as I've said above. If they don't play to grind trash spawners or craft junk items they sure as hell don't play to get shot and their character crippled, or blinded, or lamed, etc.

I don't mean to sound harsh, but if people get mechanically crippled to where the game just isn't fun for IRL days/weeks they're simply not going to play. They have no reason to stick around when they can do literally anything else.

And, frankly, WN can't afford to keep draining players right now. Its not in the same position as a year ago.
 
Because your proposed response to the lack of MedRP is a mechanical system that directly forces injuries to be handled mechanically. These things have to be considered if you want this system to work out.



But previously, for the sake of fun, that could usually be mitigated. Cops already have to deal with the same level of character loss as rebels do, adding on the very real mechanical possibility they could be PK'd for being maimed in a firefight is just massive overkill. Its not going to embolden people to do more, its going to encourage them to do less - which is unfortunately the running theme for this concept.

It'd be a totally valid argument if cops had the option not to sweep but they literally can't for server balance.



People refuse to be put out of action for possibly IRL weeks because its not fun for them. They're on a constantly evolving server where you can miss out on a lot simply due to not being able to be involved.

Yes you'll see cases of people laming their characters intentionally because they wanna tell that story - and that's great! I genuinely support that. But making a system that forces it on you mechanically is not the play here.



You do as a cop and you (often) do as a rebel, the two groups that will suffer the most from this change.

And you're right, these systems are easy to exploit - which is one of my main points. TBC renders you basically a free target. Even if I know I'm going to die I can still make sure to cripple a cop or two to force them to take a PK as well, or fuck up a rebel to make them miss an event or something.

And I know that sounds far-fetched but staff have gone on record many times saying just how much people exploit TBC to come out on top. It happens, it'll happen again. And hell, not being able to use a weapon or sprint and jump? That sounds awful. Hobbling around a map just isn't fun for anyone.



You're right, people play to have fun and have a good time as I've said above. If they don't play to grind trash spawners or craft junk items they sure as hell don't play to get shot and their character crippled, or blinded, or lamed, etc.

I don't mean to sound harsh, but if people get mechanically crippled to where the game just isn't fun for IRL days/weeks they're simply not going to play. They have no reason to stick around when they can do literally anything else.

And, frankly, WN can't afford to keep draining players right now. Its not in the same position as a year ago.
An Indicator showing where on your body you're wounded and being able to have the option to apply med scripts there would be nice though say you got bit by a headcrab in your right arm it shows 10% dmg right arm and you need to apply a bandage in-order to regen the HP.
 
An Indicator showing where on your body you're wounded and being able to have the option to apply med scripts there would be nice though say you got bit by a headcrab in your right arm it shows 10% dmg right arm and you need to apply a bandage in-order to regen the HP.

I absolutely agree, a visual roleplay guide would be cool.

But a "You get kneecapped and can't walk for literally IRL days/weeks" would be bad.
 
if this is implemented all injuries need to be able to be healed with med items that are already in the game, just by using the item. No permanently crippling someone, using the system. At most, injuries take a day to heal, not being able to play your character sucks, and would just drive people away. Lastly until the progression and economy update get released this should be on hold, you need to fix the systems we already have before adding a new one.
 
I'm going through all of the development suggestions from this point going forward.

I've been carefully watching this thread since its original moment of inception, so if anything I'll put down the boundaries; yes, a medical system would be, in my eyes, a very fun and interactive experience. But I also must consider what the current playerbase in their current psychological thesis- everyone has to acknowledge that the players in HL2RP today are not the same as they were from the previous iterations of the genre. The same goes for having to balance this suggestion to bridge the gap between bullet-sponge-semi-seriousness and a realistic involvement to the player character.

Accounting to the bottom line of player retention in conjunction with the attention span of players exclusively within Willard. It wouldn't surprise me if people simply jumped into an escape pod for being unable to play their character for a week because Captain Combine shot a citizen in the arm one time and straight up getting debuffed to oblivion that you might as well just be PK'd.

That isn't to say that a medical system can't be motivating for players to actually take their character seriously and, in a mirror reflection, inspire them to seriously roleplay with other players, new or old.

Everyone must understand that the playerbase profile has changed, and that the deeper end of the serious-RP community has either turned away from GMOD or have moved onto other projects that both benefit and appreciate their time spent. There must be an adapatation.

Serious RP is what it's supposed to be as advertised, but so far we see characters tanking explosions and hails of gunfire, just to be bandaged up as if nothing that was noteworthy of the exchange happened. It's almost semi-serious to even Dark RP levels of interaction which absolutely needs to stop. I'd be making the same argument for any serious server that currently exists today.

I'm accepting this idea from what I consider to be an obvious standpoint in this debate thus far, I'm taking this as a first draft.

I'll take consideration from what's been discussed between everyone here, but what is presented is actually the farthest in terms of realism that can be successfully achieved on the server (by development standards). It's good to have that at least detailed as to see how far it can be achieved. BUT, I'm definitely not missing any opportunity from this suggestion to actually have a developed medical system that enhances the sustainability of roleplay on the server and not turning it into a reality simulator that will in turn manifest a slogfest.

So yes there will be scalebacks to this suggestion, though if your character gets shot and has to suffer for it (regardless of character or whitelist) - I'm going to straight up tell people to cope. That's the least tunnel vision acceptance I'll put to this suggestion.

Archived and locked.
 
Status
Not open for further replies.
Back
Top