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Stabilization whilst Wounded.

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this is a massive shit show of a thread, but i dont think this has been said yet
Gameplay should come before realism, that way the gameplay is actual fun and balanced
that being said i would say this in the current balance of the server this dubious at best, right now during combat once a player has been downed the best option is the kill them to stop a ally from healing them up, added this would just make this happen even more, since at anypoint the guy you just downed can get back up after useing a healing item
A better soulition to this is to do death saves, something already suggested in this thread, when someone gets downed, during TBC, at the start of their turn a D-20 is rolled, on a 10 or lower they fail, if they fail 3 times they die on there next turn, on a 11+ they succeed, 3 success they are stabilized at 1 hp and are unconscious, or they get back up at 1 hp, ( devs can decide which one), on any death savel if a nat 1 is rolled, the they fail 2 saves, if a nat 20 is rolled they automatically get up at 1 HP
During s2k the same rules apply, but with every save being rolled every 10 to 15 seconds, (this can be longer or shorter, again depneds on what the devs think is best
 
this is a massive shit show of a thread, but i dont think this has been said yet
Gameplay should come before realism, that way the gameplay is actual fun and balanced
that being said i would say this in the current balance of the server this dubious at best, right now during combat once a player has been downed the best option is the kill them to stop a ally from healing them up, added this would just make this happen even more, since at anypoint the guy you just downed can get back up after useing a healing item
A better soulition to this is to do death saves, something already suggested in this thread, when someone gets downed, during TBC, at the start of their turn a D-20 is rolled, on a 10 or lower they fail, if they fail 3 times they die on there next turn, on a 11+ they succeed, 3 success they are stabilized at 1 hp and are unconscious, or they get back up at 1 hp, ( devs can decide which one), on any death savel if a nat 1 is rolled, the they fail 2 saves, if a nat 20 is rolled they automatically get up at 1 HP
During s2k the same rules apply, but with every save being rolled every 10 to 15 seconds, (this can be longer or shorter, again depneds on what the devs think is best
While I agree with you that gameplay sometimes should come before realism - I think realism should take precadence in an serious role play environment. Of course everyone will have their own depictions of where the balance point is between realism and balance/gameplay, but to me, there's no fun to be had when it's overtly unrealistic and gamepay oriented to the point where role play is washed out.

While I agree from a gameplay perspective that the best option is to liquidate the opponent - if we role played it better, there's no chance in hell that the downed individual would be fit to fight again in a long while - which eliminates the necessity to outright kill them and creates a more nuanced world compared to the black and white of kill or be killed. I dislike the fact that killing is such a large part of the narrative to begin with.
 
there's no fun to be had when it's overtly unrealistic and gamepay oriented to the point where role play is washed out.
I dislike the fact that killing is such a large part of the narrative to begin with.

put these two sentences on a frame and hang them on server entry.

The point of realism is to provide a base of interaction between the characters. If you asked me, and probably a bunch of people in this thread, TBC /S2K is so anti-RP at points that its headachy, but we understand its necessity over the slowness (but betterness) of S2RP, and is far less easily abused.

That doesn't mean we're willing to neglect every aspect of roleplay just so people can get a few nonsensical pew-pews, though. It should tailor for people who want a more realistic experience, as well (and strides were, and should be taken with balancing damage numbers, etc.). There is always CSGO if you wanna go shooting about, but in real life people don't like dying, so joining a firefight with the intend to hold your ground or even expose yourself to a smidge of gunfire should be a much rarer occurence.
 
Gameplay should come before realism, that way the gameplay is actual fun and balanced
Who said these two are incompatible? Some of us enjoy the gameplay through realism; if you don't, I respect that. But then the question arises, why are you playing Serious RP? Wouldn't it make more sense to go to a CvR server? If you then say it's because Willard has X feature also, then this is what you have signed up for, with all the mechanics you like and all those you don't. In fact, if you fancy a change of pace, there are always event servers where these kinds of gunfights happen. But when a player falls off from solid 10 meters and proceeds to bandage his wounds and go about his day as usual, the person you've shot 5 times bandaging themselves so much so that you run out of ammo before they run out of medicals or someone +duck'ing and repairing their bulletproof vest amidst a firefight just pisses me off, and I don't think this is how the gameplay of this server is intended. These measures, like I said, are not to make the game a living hell to the players, but to actively discouraging them from using one but all braincells they have to "shoot the CP" or "kill Johnny Rebel".

Edit:
A better soulition to this is to do death saves, something already suggested in this thread, when someone gets downed, during TBC, at the start of their turn a D-20 is rolled, on a 10 or lower they fail, if they fail 3 times they die on there next turn, on a 11+ they succeed, 3 success they are stabilized at 1 hp and are unconscious, or they get back up at 1 hp, ( devs can decide which one), on any death savel if a nat 1 is rolled, the they fail 2 saves, if a nat 20 is rolled they automatically get up at 1 HP
I hate rolls! I hate rolls! The fact that this would be RNG is just blood-boiling. I honestly think rolls of all kinds of stupid and only come in handy during very specific scenarios. If your character has 0 strength attribute, I think any decent role-player would just play according to their attributes, bite the bullet and lose, say, an arm wrestling contest against one with a strength of 7. Same goes for every single scenario. It is up to how you have designed/ how your character progressed through their lore to whether accomplish certain scenarios or not. I think the fundamental problem is that many players are oriented towards actually killing their opponent, not realizing that it's an RP scenario and defeats the whole purpose. Unless you're in a much unfavourable position, my rule of thumb is that both parties must P2L. Not dying, not losing or gaining territory but getting beaten as you would in real life. And if you want to do great charges, overwhelm your enemies in shock tactics, go for it. But beware that the hardest steel is also the most brittle.
And how does this relate to your post? RP scenarios are not necessarily, and I strongly believe, neither should be RNG. Rolling your death is an idea that not only does not fix the balance issues but arguably makes them worse. I wouldn't like to see someone sprayed with bullets because they ran out in the open or someone getting crushed by an apartment building living to tell the story.
 
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Firstly, this is medically false. Adrenaline/Epinephrine contributes to vasoconstriction and heart rate, meaning blood pressure is greatly increased from both the increase of resistance and the force and frequency of ejection (see: "Ejection fraction" in medicine). It is what is called a "vasoactive" drug that works very strongly in very little doses (Epinephrine is what 'imitates' natural adrenaline, I will be using these words interchangeably, as I will be referring to the medication only)

And the coronaries (the arteries of the heart) are very, very sensible to these kinds of stresses.

One could argue there is a physical limit to the adrenergic receptors in your vases which is true, but the constant stimulation of those vases is what might lead to the problem: An excessive amount of adrenaline can and will cause coronary collapse leading to infarction, or severe arrhytmia due to unstable heart rate (namely EKG rhythms such as ventricular or auricial tachycardias), especially if artificially injected. In fact, it's not rare for people to experience considerable heart/chest pains on the use of the dreaded epipens (angina pectoris) similar to the pains you'd get during a "heart attack." - and there are cases of IV epinephrine/adrenaline abuse that resulted in death, even in heavily controlled environments such as the ICU, with perfusions.

Do not mistake the fact adrenaline is used in certain cases of cardiac arrest to embetter blood flow with it being unable to cause one. This is due to the properties described above: when the heart's too weak or too erratic to ensure this blood flow, it comes into play. But if it's already pumping properly, it can be bad.

Also, mythbust, there is no such thing as the inhibition of pain due to anything related to adrenaline. That's just Hollywood movie shenanigans.
We as a species have had years upon years upon years to evolve, why would we keep something in our body if it is essentially as you've described it dangerous for us, better yet why would we have it kick in when we are at a possible risk of losing our life? Also I do understand that adrenalin can be a risk to those with heart conditions, I did say that in my initial response so there isnt any need to cover it. When did I say that adrenalin inhibits pain? I never said it once, I do not see why you brought it up. HOWEVER I do not wish to be rude so I will say, I should have said it is HIGHLY UNLIKELY that you will have a heart attack upon feeling the effects of adrenalin, nothing is impossible and I took an L there.

Secondly, epinephrin application is heavily restricted (at least in every first world country) for medical reasons that require it, namely vascular ones where there is a grave affection of the heart. Noone, and I mean noone, self injects adrenaline before going into a raid. In fact, it is heavily forbidden as it is a serious health risk for the reasons I stated above. People don't do it. Police don't do it.

Meaning that if you get shot and you're already "under the effects of it" - you did something wrong, as no sane person would "preemptively inject themselves with it". And if you mean under NATURAL adrenaline, yeah -- no way. Our body does not suddenly become operable when it's damaged. Actually the opposite.

To follow this up, injecting adrenaline in a person who is bleeding is a TERRIBLE idea. Unless he's going into certain types of cardiac arrest due to blood loss already, DON'T DO IT. They will just bleed out (X) times faster.
I am basing this off of mainly natty adrenalin, I am not saying that we are to inject anything, I should have made that clear. Our bodies mainly stay operable when under the affects of adrenalin as we are focusing on who is trying to harm us, ignoring the pain, shock etc etc. I feel its not to crazy to assume that someone would try to patch them selves up during the adrenaline rush.
Thirdly, your digestive system takes about 1-2h to process the pill you just swallowed and for your liver to activate it just like it does with your food. That's why it takes a while for your paracetamol to kick in and drag away the headache and fever from your cold. Unless you're referring to IV, IM or SC (if those latter even exist) painkillers, that is a different world.
Do you expect a rebel to realise that? A painkiller to a rebel is less about the actual painkiller and mainly more about the placebo affect, it does still work as an actual painkiller however it should give your average dim joe rebel a bit of asylum.
This is not due to adrenaline, but due to the fact the damage a bullet does takes several minutes to really start causing organc failure from the blood loss or affected structure, and other metabolic processes. The pain is the same, comes within a minute or so, especially if nerves are struck. Again, Hollywood has sold us on the fact "damage" is as instant as "relief" from medication. This is not true. They walk off until they drop half an hour later completely dead without any hope of recovery. Think of it as a series of systems that start slowly failing until catastrophe (shock) is reached.

That said, a good shot to the lungs or chest and you're out.
That is all well and good however, if you are expecting to be shot, you will take the shot alot better than someone who isnt expecting to be shot. Not only are you confused when you dont expect it, you may also be put into shock which can be fatal, adrenaline can greatly combat shock as it takes your focus away from the fact that you have been shot and may die and instead focuses you on the person trying to kill you. A good shot to the lungs or chest and you might not be out, again adrenaline can help you push through the shock of being shot, no matter if you are hit in the chest, American police officers (Most of which use hollow points you may have to fact check this I am not american) in most active shooter situations land usually more than 1 shot to the chest and it is usually never enough, they are trained to fire at the upper body as yes there are a lot of vital organs in the upper body however people can very easily tank these shots no matter their background, HOWEVER it has to be said that this is not always the case and bullets may deviate from the chest.
I am a nurse, not a gun nut, but 7.62 and its subtypes has been known to tear limbs apart and make holes as big as 5 to 6 cm in diameter on a person's flesh.

Also, for the love of god. The "stomach" (what you call the intestines) are one of the highest rate mortality GSW types across history entirely, as not only do they bleed more profusely than other organs, save the spleen, liver or the heart itself, but they also make it so very toxic substances and bacteria that circulate in our digestive tract merge with the normal bloodstream. If the bullet doesn't kill you, septic shock will in a few hours, or days. THEYRE A VITAL ORGAN. You cannot subsist without nutrition.

thanks for coming to my ted talk

addendum: addictions also exist

addendum 2: u can't tourniquet A CHEST or a STOMACH

addendum 3: TOURNIQUETS ALSO IMPEDE LIMB FUNCTION

addendum 4: my brother in christ BROKEN RIBS (especially those caused by kinetic/ballistic damage) ARE DANGEROUS

addendum 5: the liver, spleen and kidneys also exist in the abdominal region, and a hit on the very former means you're dead, on the latter that you will die very soon
7.62 on its own is designed to pass through a target, not blow them to pieces, it is high velocity and from some accounts ( but not all ) it isnt really known to tumble, obviously it will do alot on the exit however during its travel through the body it will mainly go straight and assuming that it is being used on rebels (despite there being no 7.62x39 guns in the server) It will do well less damage and more than likely not even pierce the skin due to the weird AR500~ steel plates that the combine use. When I said stomach I was simply using the same language as the person I was responding too I should have used the proper terms, sorry about that. There is alot of muscle in the abb area, I understand that you may succumb to septic shock if hit in the intestines and I know of the other vital organs in that area but again adrenaline, it should keep you going just long enough to where you can get some proper medical help even though the ghetto rebel doctors more than likely do not know how to treat septic shock, ruptured liver etc. etc.

Idk what you were on about with addictions tbh. I know you cant tourniquet a chest or stomach, I structed it strangly and I should have elaborated on which points I was debunking and what order I was debunking them in, I understand that tourniquets impede limb function however again Adrenaline, it will give you complete concentration on a certain goal (hopefully its not dying) I doubt a pinch in the leg will do much, I also fail to see how it would impede motion that drastically, I can understand that it may be physically uncomfortable however having one before I didnt really feel much of a difference appart from my leg hurting and losing feeling in my leg. I downplayed the broken ribs as that is not likely, assuming that rebels are being shot by 7.62x39 the weird combine armour would spread the kinetic energy across your body, personally I cannot do the maths and figure out how much kinetic energy is absorbed by the mystery combine material, if someone know what it is made of please do tell me. Yes I understand that there are alot of vital organs in that area.
 
I can't believe you're choosing to die on that hill against a Registered Nurse.
 

Ryan-Gosling-Only-God-Forgives-Landing-031318-e1520966250498.jpg
 
We as a species have had years upon years upon years to evolve, why would we keep something in our body if it is essentially as you've described it dangerous for us, better yet why would we have it kick in when we are at a possible risk of losing our life? Also I do understand that adrenalin can be a risk to those with heart conditions, I did say that in my initial response so there isnt any need to cover it. When did I say that adrenalin inhibits pain? I never said it once, I do not see why you brought it up. HOWEVER I do not wish to be rude so I will say, I should have said it is HIGHLY UNLIKELY that you will have a heart attack upon feeling the effects of adrenalin, nothing is impossible and I took an L there.


I am basing this off of mainly natty adrenalin, I am not saying that we are to inject anything, I should have made that clear. Our bodies mainly stay operable when under the affects of adrenalin as we are focusing on who is trying to harm us, ignoring the pain, shock etc etc. I feel its not to crazy to assume that someone would try to patch them selves up during the adrenaline rush.

Do you expect a rebel to realise that? A painkiller to a rebel is less about the actual painkiller and mainly more about the placebo affect, it does still work as an actual painkiller however it should give your average dim joe rebel a bit of asylum.

That is all well and good however, if you are expecting to be shot, you will take the shot alot better than someone who isnt expecting to be shot. Not only are you confused when you dont expect it, you may also be put into shock which can be fatal, adrenaline can greatly combat shock as it takes your focus away from the fact that you have been shot and may die and instead focuses you on the person trying to kill you. A good shot to the lungs or chest and you might not be out, again adrenaline can help you push through the shock of being shot, no matter if you are hit in the chest, American police officers (Most of which use hollow points you may have to fact check this I am not american) in most active shooter situations land usually more than 1 shot to the chest and it is usually never enough, they are trained to fire at the upper body as yes there are a lot of vital organs in the upper body however people can very easily tank these shots no matter their background, HOWEVER it has to be said that this is not always the case and bullets may deviate from the chest.

7.62 on its own is designed to pass through a target, not blow them to pieces, it is high velocity and from some accounts ( but not all ) it isnt really known to tumble, obviously it will do alot on the exit however during its travel through the body it will mainly go straight and assuming that it is being used on rebels (despite there being no 7.62x39 guns in the server) It will do well less damage and more than likely not even pierce the skin due to the weird AR500~ steel plates that the combine use. When I said stomach I was simply using the same language as the person I was responding too I should have used the proper terms, sorry about that. There is alot of muscle in the abb area, I understand that you may succumb to septic shock if hit in the intestines and I know of the other vital organs in that area but again adrenaline, it should keep you going just long enough to where you can get some proper medical help even though the ghetto rebel doctors more than likely do not know how to treat septic shock, ruptured liver etc. etc.

Idk what you were on about with addictions tbh. I know you cant tourniquet a chest or stomach, I structed it strangly and I should have elaborated on which points I was debunking and what order I was debunking them in, I understand that tourniquets impede limb function however again Adrenaline, it will give you complete concentration on a certain goal (hopefully its not dying) I doubt a pinch in the leg will do much, I also fail to see how it would impede motion that drastically, I can understand that it may be physically uncomfortable however having one before I didnt really feel much of a difference appart from my leg hurting and losing feeling in my leg. I downplayed the broken ribs as that is not likely, assuming that rebels are being shot by 7.62x39 the weird combine armour would spread the kinetic energy across your body, personally I cannot do the maths and figure out how much kinetic energy is absorbed by the mystery combine material, if someone know what it is made of please do tell me. Yes I understand that there are alot of vital organs in that area.
is this a troll or genuine misinformation
 
Who said these two are incompatible? Some of us enjoy the gameplay through realism; if you don't, I respect that. But then the question arises, why are you playing Serious RP? Wouldn't it make more sense to go to a CvR server? If you then say it's because Willard has X feature also, then this is what you have signed up for, with all the mechanics you like and all those you don't. In fact, if you fancy a change of pace, there are always event servers where these kinds of gunfights happen. But when a player falls off from solid 10 meters and proceeds to bandage his wounds and go about his day as usual, the person you've shot 5 times bandaging themselves so much so that you run out of ammo before they run out of medicals or someone +duck'ing and repairing their bulletproof vest amidst a firefight just pisses me off, and I don't think this is how the gameplay of this server is intended. These measures, like I said, are not to make the game a living hell to the players, but to actively discouraging them from using one but all braincells they have to "shoot the CP" or "kill Johnny Rebel".
i never said they were incompatible, what i meant was that if gameplay system that is unrealistic, but good for gameplay then it shouldn't be thrown out just because it unrealistic
I can give you an example of a very unrealistic system, the crafting skill, the crafting skill is completely unrealistic, just because you took apart some computers and nailed some metal together, dose not mean you automatically know who to make gas masks or a gun
But this system is a needed for gameplay and is good for the gameplay, so it used even if it is unrealistic
also the reason i play the server is i enjoy both the gameplay and RP/Story, if i didn't i would play, it the same reasons i play any other RPGs

I hate rolls! I hate rolls! The fact that this would be RNG is just blood-boiling. I honestly think rolls of all kinds of stupid and only come in handy during very specific scenarios. If your character has 0 strength attribute, I think any decent role-player would just play according to their attributes, bite the bullet and lose, say, an arm wrestling contest against one with a strength of 7. Same goes for every single scenario. It is up to how you have designed/ how your character progressed through their lore to whether accomplish certain scenarios or not. I think the fundamental problem is that many players are oriented towards actually killing their opponent, not realizing that it's an RP scenario and defeats the whole purpose. Unless you're in a much unfavourable position, my rule of thumb is that both parties must P2L. Not dying, not losing or gaining territory but getting beaten as you would in real life. And if you want to do great charges, overwhelm your enemies in shock tactics, go for it. But beware that the hardest steel is also the most brittle.
And how does this relate to your post? RP scenarios are not necessarily, and I strongly believe, neither should be RNG. Rolling your death is an idea that not only does not fix the balance issues but arguably makes them worse. I wouldn't like to see someone sprayed with bullets because they ran out in the open or someone getting crushed by an apartment building living to tell the story.
while i understand how RNG can be frustrating, i believe rolls actual expand the variety of rp, allowing parties a chance at both succeeding and failing, it also makes for great character moment's, like getting that Nat 20, and doing somethin which you should normally not be able to do, but doing it anyways, while these moments are rare they are incredibly cool and fun.
For death saves, i think it actual level the playing field, making it more balanced than the deaths we have now, it would also make for cool rp and gameplay moments
 
Well written thing
Fair counter-argument to previous thing

For the record, I am not against the romantisation of certain aspects of RP in terms of wounds and damages in order for RP to be more diverse. Realism can, and should be sacrificed to a small degree, in order to allow for quality writing. But this debate's about how high or low we're willing to put that bar.

(Although I'm more inclined for realism)

I'd argue rolls aren't so much for variety, but a containment for people who very clearly can't be trusted with the technic details of RP; which, having read what I read, might be necessary. Is it bullshit to be left up to RNG/chance, when someone could get very juicy roleplay out of it? Yes, Serhan is right. Is P2L objectively what is better in all fronts when it comes to narrative? He is right too.

But seeing what I saw when it comes to certain aspects in this post (and the server) it's safe to say the chances of most people to P2L, roleplaying injury, or even roleplaying treatment in a mildly acceptable manner are pretty low, since it seems logic isn't the point, only being right and or winning. It's a filter, one that people can't argue out of.

lčiterally me

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i never said they were incompatible, what i meant was that if gameplay system that is unrealistic, but good for gameplay then it shouldn't be thrown out just because it unrealistic
I can give you an example of a very unrealistic system, the crafting skill, the crafting skill is completely unrealistic, just because you took apart some computers and nailed some metal together, dose not mean you automatically know who to make gas masks or a gun
But this system is a needed for gameplay and is good for the gameplay, so it used even if it is unrealistic
I personally disagree with the crafting system being both needed and good for the gameplay. It annoys me greatly how poorly done it is (RP/Realism wise), but that's just my personal opinion and I can understand why you think it's good. Had it not been because of this being serious RP, I might've been inclined to agree
 
I think you should be allowed to repair your armor, but it would only restore half of it's protective capacity and would only be able to be done once. Imposing a limit on armor repair would be prudent, methinks. It's completely reasonable to repair mid-combat but making it a non-instantaneous process would likely balance that problem out, and force you into cover for longer than just two seconds.

As for healing during combat, it should be allowed but as mentioned before it should only be allowed for quick use items like bandages and injectables like morphine and adrenaline. Prolly should add a cap for using the items, too, as mentioned above in the thread.
Generally, a lot of balancing is required and a lot of the processes should be made to take some time, depending on what it is.

Mid-combat armor repair should be a process requiring around 10 to 15 or so seconds to perform and must be while standing still to encourage actual strategic positioning. But I'm not particularly an expert at game balance, this is just what I think would allow these things to remain but under certain limitations.
 
I think you should be allowed to repair your armor, but it would only restore half of it's protective capacity and would only be able to be done once. Imposing a limit on armor repair would be prudent, methinks. It's completely reasonable to repair mid-combat but making it a non-instantaneous process would likely balance that problem out, and force you into cover for longer than just two seconds.

As for healing during combat, it should be allowed but as mentioned before it should only be allowed for quick use items like bandages and injectables like morphine and adrenaline. Prolly should add a cap for using the items, too, as mentioned above in the thread.
Generally, a lot of balancing is required and a lot of the processes should be made to take some time, depending on what it is.

Mid-combat armor repair should be a process requiring around 10 to 15 or so seconds to perform and must be while standing still to encourage actual strategic positioning. But I'm not particularly an expert at game balance, this is just what I think would allow these things to remain but under certain limitations.
Main argument for this is just that this would encourage more strategy during combat and not just shoot gun at person till they die. I mean, yeah, that does boil down to combat in Gmod, it is what it is, but implementing limitations for certain restoration actions during combat would encourage strategy.
Like for example a few rebels are holding a hardpoint, trying to free a vort or whatever. There's eight of them in total. They've agreed to shoot at intervals of four people at a time so that the other four can cover them when they reload, and repeat. If some of them get injured, the injured treat themselves or get treated if they can via quick-fix measures to keep them in the fight longer, or they get into cover to patch over the broken plates with new ones quick, taking some time to do so, necessitating cover from a portion of the fighters.

EDIT: I also realize that it's a bit much asking rebels to be that coordinated, but this is a hypothetical, so take it with a grain of salt.
 
if we role played it better, there's no chance in hell that the downed individual would be fit to fight again in a long while - which eliminates the necessity to outright kill them and creates a more nuanced world compared to the black and white of kill or be killed. I dislike the fact that killing is such a large part of the narrative to begin with.

You're right, but the main problem with this is that you are on an open Gmod community.

You will never see that level of roleplay here (or anywhere else); hell you won't even see it in closed events because spending an entire event and/or weeks of your time doing nothing but passive roleplay while "missing out" on everything is seen as incredibly boring and unfun - which to be fair, it usually is.

I'd love a server where people took things entirely seriously or that death wasn't a neccesity to put consequences on people that felt meaningful, but that isn't this server. Hell, that isn't any server I've ever played.
 
You're right, but the main problem with this is that you are on an open Gmod community.

You will never see that level of roleplay here (or anywhere else); hell you won't even see it in closed events because spending an entire event and/or weeks of your time doing nothing but passive roleplay while "missing out" on everything is seen as incredibly boring and unfun - which to be fair, it usually is.

I'd love a server where people took things entirely seriously or that death wasn't a neccesity to put consequences on people that felt meaningful, but that isn't this server. Hell, that isn't any server I've ever played.
There are other communities that I've been a part of where RP is more at the forefront than this server. For better or worse I understand the compromises made in this one, but I think that RP has been dialed back too much at the moment. Of course, nothing is perfect and those other communities I speak of has had their own fair share of issues concerning this topic as well as many others, but... like I said- I think this is a step too far away from a serious role playing experience.

Main argument for this is just that this would encourage more strategy during combat and not just shoot gun at person till they die. I mean, yeah, that does boil down to combat in Gmod, it is what it is, but implementing limitations for certain restoration actions during combat would encourage strategy.
Like for example a few rebels are holding a hardpoint, trying to free a vort or whatever. There's eight of them in total. They've agreed to shoot at intervals of four people at a time so that the other four can cover them when they reload, and repeat. If some of them get injured, the injured treat themselves or get treated if they can via quick-fix measures to keep them in the fight longer, or they get into cover to patch over the broken plates with new ones quick, taking some time to do so, necessitating cover from a portion of the fighters.

EDIT: I also realize that it's a bit much asking rebels to be that coordinated, but this is a hypothetical, so take it with a grain of salt.
I get what you're saying, but I suppose it all depends on how realistic you want it (in which case I'm more of a hardcore fan). What does repairing your armour even mean to begin with? You're not going to be doing patchwork, the closest thing I can feasibly imagine is swapping your inserts, but that's usually not feasible at all and a waste of time generally in a real scenario. No one (to my knowledge) carries extra armour. First of all it'd weigh you down unnecessarily and second of all your ballistic armour will either protect you or not. There's no in between where it doesn't protect you, so you put in a new, fresh layer. You're pretty much either dead or incapacitated in that case.

As for the medical items, applying a bandage in the heat of combat isn't all that willy nilly. You still have to apply it properly and most likely won't be able to do it yourself to a satisfactory degree (thinking of major wounds here, e.g. gun shot wounds, which is typically what we'd be dealing with). Not to mention that bandages aren't some magic medication that will fix all of your ailments. It's quite literally a patchwork, a temporary meassure.

Combat in gmod and RP are two seperate things, ideally. In fact, you wouldn't even need to shoot a single bullet out of your script gun for the RP firefight to take effect. I understand that this won't be a pure text based role play and I'm not advocating for it to be such. I'm just trying to make a point that nothing about gmod's combat and gunplay has to be related to the RP.
 
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