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Shadow Rule - Healing

Devistral

Combine Main
ENG
Administrator
GALUNGA
Joined
Apr 14, 2022
Messages
243
This shadow rule was randomly enforced during an OTA sweep with literally no one aware of it. Although all the warns were negated because of this, the entire OTA playerbase (and I’d imagine the rebels as well) are frankly, pissed.

It makes no sense how a player is somehow unable to stop and wrap a bandage around themselves for a few seconds using the /me as the timer it took for them to do so, or the OTA players injecting themselves with a stimboost. Realistically speaking if I got shot in the arm and found some time to tend to my wound i would probably wrap a tourniquet or bandage around it if I had the resources.

Same with OTA, if one of their members is down it doesn’t take running all the way back to a checkpoint to inject them with stimdoses, if they perform the /me out in the open and risk their life to give ample opportunity to rebels to s2k or s2rp then they should be allowed to do so.

Or HELIX units tending to injured units on the field mid-combat by running to them and tending to their wounds with full roleplay.

Even the rebel side, if a medic or someone with medical tools tends to a gunshot wound using full /mes to heal that should be counted, even any me’s where they just wrap a bandage on before returning to s2k

The threat is always there, if the people are distracted with healing themselves then that should provide ample opportunity for the opposing side to come out of nowhere and finish them off, i doubt a gradual heal completely destroys rp.

The bodypack makes sense though, it’d take some time to replace each plate therefore couldn’t realistically occur mid-combat.

This rule mostly sucks ass and we can all agree.

Fix the rule, allow small mid-combat healing at the cost of not being able to repair kevlar. If someone gets shot too much or injured severely have staff/gm tell the player that they are gravely injured from the intense wounds and cannot heal any more. Keep the /me performance valid to ensure that players don’t simply stuff shit on without roleplay.

(Small mid-combat heals mean stimdoses, bandages, etc. Not full surgeries mid fight.)
 
I have started an Internal vote to see what the team wishes for in terms of combat.

I will update you here once a verdict has been reached.
 
Made a point about this earlier, how OTA repair their armor mid-fight.
150 armor, 8 (I think) uses of an armor plate, who knows how many armor plates OTA carry since they have infinite supply.
1,200 armor if they use that all, but even if they repair it a few times it is still an insane amount.
I'm not sure how rebels fare with this stuff, how many armor plates are in circulation or the most common type of armor but as far as I know the heaviest armor rebels can have is 100, with 100 HP, while OTA has 150 HP and 150 armor.
It's just fairer for both sides, you fuck up and get damaged or lose your armor, you either die or have to continue injured. Makes people think before doing stuff in combat (important for OTA since deaths mean nothing to them)
Not like OTA don't just come back in 15 minutes anyway completely restocked on supplies.
 
Made a point about this earlier, how OTA repair their armor mid-fight.
150 armor, 8 (I think) uses of an armor plate, who knows how many armor plates OTA carry since they have infinite supply.
1,200 armor if they use that all, but even if they repair it a few times it is still an insane amount.
I'm not sure how rebels fare with this stuff, how many armor plates are in circulation or the most common type of armor but as far as I know the heaviest armor rebels can have is 100, with 100 HP, while OTA has 150 HP and 150 armor.
It's just fairer for both sides, you fuck up and get damaged or lose your armor, you either die or have to continue injured. Makes people think before doing stuff in combat (important for OTA since deaths mean nothing to them)
Not like OTA don't just come back in 15 minutes anyway completely restocked on supplies.
This post is about healing mid-combat, I already said that repairing kevlar mid-combat would be realistically impossible

Read the complaint before posting a lengthy reply bruh.
 
I have started an Internal vote to see what the team wishes for in terms of combat.

I will update you here once a verdict has been reached.
Here
IF you want to fix all of these issues? here's the deal breaker
Make timers for healing items, whenever you press to heal yourself you are locked into ALT walking, meaning you can't be running aorund dodging bullets and the likes. You have a bar that is filling up. Until that bar fills up the item is not spent nor applied. Once it reached the end aka the timer set reaches 0 it applies the healing and the item is spent.
IF you are to shoot, meele, Spring or be dealt damage the healing will cancel.
:

1681579015715.png1681579018613.png
Bandages: 4-6 Seconds of use
Realistically you can wrap a bandage around a wound in 3 seconds

1681579094529.png1681579097415.png1681579100118.png
Adrenaline| Blood Stabilizer | Health Syringe | Health Vial | Morphine | propofol
2-3 Seconds of use
It's easy to remove the cap and quickly stab into the forearm to allow the self injector to apply the contents

1681579226056.png
Painkillers
2-3 Seconds of use, popping 2 from the tablet and eating them is rather quick.
1681579322958.png
First aid kit
5-10 Seconds of use
You have to pull out the tools and apply them to your wounds, bandage yourself, desinfect and the likes.
1681579385750.png
10-15 Seconds of use, it's surgery... what do you expect? It ain't gonna be done fast better be far from the fight to use it or you're in trouble.
1681579477956.png
15-20 Seconds, it's a full Health Kit to be used it takes time. You have to apply the biogel, bandage over it, use the surgical tools. It's basically the Surgical kit + Health Vial.
 
Here
IF you want to fix all of these issues? here's the deal breaker
Make timers for healing items, whenever you press to heal yourself you are locked into ALT walking, meaning you can't be running aorund dodging bullets and the likes. You have a bar that is filling up. Until that bar fills up the item is not spent nor applied. Once it reached the end aka the timer set reaches 0 it applies the healing and the item is spent.
Already made this suggestion, https://willard.network/forums/threads/medical-item-timer.8462/
cause of the massive backlog, it's been overlooked.
 
Here
IF you want to fix all of these issues? here's the deal breaker
Make timers for healing items, whenever you press to heal yourself you are locked into ALT walking, meaning you can't be running aorund dodging bullets and the likes. You have a bar that is filling up. Until that bar fills up the item is not spent nor applied. Once it reached the end aka the timer set reaches 0 it applies the healing and the item is spent.
IF you are to shoot, meele, Spring or be dealt damage the healing will cancel.
:

View attachment 21573View attachment 21574
Bandages: 4-6 Seconds of use
Realistically you can wrap a bandage around a wound in 3 seconds

View attachment 21575View attachment 21576View attachment 21577
Adrenaline| Blood Stabilizer | Health Syringe | Health Vial | Morphine | propofol
2-3 Seconds of use
It's easy to remove the cap and quickly stab into the forearm to allow the self injector to apply the contents

View attachment 21578
Painkillers
2-3 Seconds of use, popping 2 from the tablet and eating them is rather quick.
View attachment 21579
First aid kit
5-10 Seconds of use
You have to pull out the tools and apply them to your wounds, bandage yourself, desinfect and the likes.
View attachment 21580
10-15 Seconds of use, it's surgery... what do you expect? It ain't gonna be done fast better be far from the fight to use it or you're in trouble.
View attachment 21581
15-20 Seconds, it's a full Health Kit to be used it takes time. You have to apply the biogel, bandage over it, use the surgical tools. It's basically the Surgical kit + Health Vial.
Already looking towards potentially doing this- just got a lot of other things in the backlog first.

As for the complaint of the rule:
Fix the rule, allow small mid-combat healing at the cost of not being able to repair kevlar. If someone gets shot too much or injured severely have staff/gm tell the player that they are gravely injured from the intense wounds and cannot heal any more. Keep the /me performance valid to ensure that players don’t simply stuff shit on without roleplay.
A conclusion has bee reached:

After a bit of discussion and some voting, all members voted unanimously to keep the Medicial rule in place as a buffer for combat- added on with the fact we have also chosen to do it given that balance-wise Combine have an infinite number of medical supplies compared to the Rebels, so it would be unfair for example for a CP or OTA to pop a stim dose while Rebels mostly only can use their measly bandage for next to no healing mid-fight while it would be instead better to temp force those CPs/OTA to take a step out of the battle, do their RP and then re-enter the fight later.

In short, we decided to keep the rule in place and only allow healing to those who step away and heal up for the time being.
 
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