Injuries - Longterm effects

Started by theebie, December 10, 2015, 08:06:36 AM

How about adding something like this:

If you ever get below 50% health you get:
-10% offense skill for 2 IG days
Plus an entry in 'score': You are recovering from a minor injury

If you get below 10% health you get:
-50% offense skill for 20 IG days
+80% additional damage taken, if you get hit for 20 IG days
-30% max hitpoints for 15 IG days
Plus an entry in 'score': You are recovering from a nearly deadly wound

---
These values are just examples with which I try to represent the general idea. They may be changed, and there may be more of them ('minor injury', 'major injury' 'nearly deadly wound' 'whatnot'), giving various effects.
They might not vanish at all, but a 'major injury' might be reduced to a 'minor injury' after x days.

Best regards,
Theebie

Not necessarily those things but I'd be down for it.

What I'd like - is if serious injuries resulted in an extended (doubled) movement delay.

If you had a grievous wound - no matter where or why - there's no way in hell it makes any sense to be able to walk or run at the usual pace once the adrenaline rush wears off.

So for serious wounds, and below 50% hp loss, the code would wait til after "flee" or after 2 rooms of movement occurs, then flag on a double-delay time for a RL hour.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

the main reason i'd like this to happen is to somehow reflect longterm injury (and for krath sake YES, i KNOW that it can be rped out)

it just so often happens though that it doesn't. you get crushed by a half-giant in sparring, and boom, next morning you're off with the crew to hunt tarantulas ...

with some kind of malus (like -20% hp, -20% defense, whatever), people would think twice if running out wounded is such a great idea.

the young, brown-haired mercenary says to the dark-scarred dwarven sergeant: "Sorry Sarge, but I really really can't manage this trip with this leg wound" ...

I'd be down with it with the proviso: unless a physician did some physician skill.  Because physicians really don't get enough use.
as IF you didn't just have them unconscious, naked, and helpless in the street 4 minutes ago

Quote from: nauta on December 10, 2015, 10:27:09 AM
I'd be down with it with the proviso: unless a physician did some physician skill.  Because physicians really don't get enough use.


I love that idea. Vivaduans should be able to remove any effects, too.

I like making physicians more important!
Respect. Responsibility. Compassion.

might be a neat skill for a physician, to be able to reduce a wound by one severity, like:

You are recovering from a major wound.

---->

The blue-eyed physician skillfully treats your wound.

---->

You are recovering from a minor wound (treated)

Those treated wounds then would not be able to be cured further (since that'd again allow highly skilled people to instant-heal folks, negating the whole idea of this concept, maybe a highly skilled vivaduan could do that though)

and great idea to have vivaduans be able to do that, too ... it might force people to actually ask for help of those.

Sounds super annoying.

Like I needed another reason to consider not logging in.
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Quote from: Synthesis on December 10, 2015, 02:53:01 PM
Sounds super annoying.

Like I needed another reason to consider not logging in.

I voted yet even if I some what agree with your sentiment.

It be interesting to see, but I hate for it to fall into (OOC annoyance) territory when it was aiming for immersive. 

It require tweaking, community input/feed back. 
20 IG days for example seems steep, but that could be my perspective.

Lizzie had a good workable idea.  A sudden burst of adrenaline (flight or fight response) followed by double movement cost due to injuries.

A wound system would be nice, but the coding around them (both in what effects they have and how they are shown) seem like it'd be a wishlist.

It'd be nice to have one, though. Minor wounds = -2 max hp. Major wounds = -4max hp. Only bandages and vivaduans can heal major wounds, other wounds will slowly lapse like drunkeness.
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
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I don't like it.

Combat Characters take enough damage over their lifetimes just in sparring halls that they'll rack up wounds and detrimental effects very quickly. Maybe it's more realistic, but I doubt it's more fun.

Leave wound RP to the players.

December 10, 2015, 05:56:40 PM #12 Last Edit: December 10, 2015, 05:58:35 PM by BadSkeelz
A compromise would be to make the larger scars have a weight value, reflecting the degraded mobility and fitness that comes with being torn the fuck up. This would let players choose if they want to take that burden on themselves, just like they can decide whether they want to lose an eye or limb and replace it with a prosthetic.

I might be fine with it, provided I could look 'around corners' instead of just N, E, S and W.

I've been blind sided by mekillots and worse because Zalanthans all suffer severe tunnel vision. It's already a problem when a 'mek out of fucking nowhere!' tears your character down to critical. It would verge on the insulting if it then forced me to sit around in a tavern for a couple RL days waiting for some timer to run down.

This would just compound the problems caused by current code limitations. Do not want.
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It would need to be introduced alongside expanded and improved bandage skill & physician abilities.

I'd be all for this if we weren't running a hack and slash engine that sees all combatants getting severely hacked and slashed on a regular basis.  As it is, I'm skeptical, for reasons mentioned above.

December 11, 2015, 01:19:59 AM #16 Last Edit: December 11, 2015, 01:38:08 AM by James de Monet
I started coding a wound system that would track damage to specific body parts and show it on a paper doll display of your char (kinda like Fallout).  It would also assign minor or major injuries (that would heal over time) if a specific body part received enough damage.  The idea was to be able to automatically send emotes/feels back to the client to help people to roleplay injuries more realistically.  ("You feel your side throb dizzingly around your bruised rib.")

This is all based on my status panel code, though, which people didn't really seem to be interested in, so I don't know if anyone beside me would benefit from me finishing the wound add-on.




Edited to fix the echo.  Not really sure if that's an appropriate use of "feel", but I don't know what else would work.
Quote from: Lizzie on February 10, 2016, 09:37:57 PM
You know I think if James simply retitled his thread "Cheese" and apologized for his first post being off-topic, all problems would be solved.

Quote from: James de Monet on December 11, 2015, 01:19:59 AM
I started coding a wound system that would track damage to specific body parts and show it on a paper doll display of your char (kinda like Fallout).  It would also assign minor or major injuries (that would heal over time) if a specific body part received enough damage.  The idea was to be able to automatically send emotes/feels back to the client to help people to roleplay injuries more realistically.  ("You feel your side throb dizzingly around your bruised rib.")

This is all based on my status panel code, though, which people didn't really seem to be interested in, so I don't know if anyone beside me would benefit from me finishing it.

fwiw, I thought your status panel was an awesome idea. :)

I like survivalism nonsense so I wouldn't mind injuries and reliance on basic things like bandages - that anyone could use - as a requirement for getting back to full health.  Since you can salvage cloth from anything, that doesn't seem like something that would make people too depressed to log into their character (?!).

Probably a million other things on the coder todo list though.  Augmenting your client like JDM does is a great idea.
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Quote from: James de Monet on December 11, 2015, 01:19:59 AM
I started coding a wound system that would track damage to specific body parts and show it on a paper doll display of your char (kinda like Fallout).  It would also assign minor or major injuries (that would heal over time) if a specific body part received enough damage.  The idea was to be able to automatically send emotes/feels back to the client to help people to roleplay injuries more realistically.  ("You feel your side throb dizzingly around your bruised rib.")

This is all based on my status panel code, though, which people didn't really seem to be interested in, so I don't know if anyone beside me would benefit from me finishing the wound add-on.




Edited to fix the echo.  Not really sure if that's an appropriate use of "feel", but I don't know what else would work.

How much Karma do you want because I would love you if you did this.

So far I still like my idea better (and had been thinking about it for a couple years but it didn't seem worthwhile to bring it up til now).

Fight-or-flight adrenaline rush long enough to "flee" or move a couple rooms away, followed by movement delay for an injury-specific time period. This wouldn't affect riding, since the mount isn't injured - just the person riding it. But if he has to follow a crew on foot, he'll lag behind and struggle to keep up.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

This is both and bad idea, if you have physicians become important.

Good idea: Physicians become super useful to have around!
Wounds can be made more obvious which leads to moments of fear/badassery!
Wounds could leave some SWEET scars!

Bad Idea:
No Physicians around!
Whoops, got hit hard in sparring, now I have to miss that RPT I've been waiting for!
I sure do love waiting around doing absolutely nothing while this wound heals!
An enemy got a lucky crit on me, and now I'm gimped for two hours!

Mostly I like the idea, but I'm not sure we really want/need it.

My biggest worry is how battle RPTs are currently handled.  It would suck to be held up for lack of a medic or worse, having to quit the field due to too many injuries.

I do like the idea of a stool/system that tracks injuries but doesn't impose coded penalties as good a place to start/compromise, though.

Quote from: Marauder Moe on December 11, 2015, 05:08:26 PM
Mostly I like the idea, but I'm not sure we really want/need it.

My biggest worry is how battle RPTs are currently handled.  It would suck to be held up for lack of a medic or worse, having to quit the field due to too many injuries.

I do like the idea of a stool/system that tracks injuries but doesn't impose coded penalties as good a place to start/compromise, though.
It's not like people should be sleeping in bursts in order to continue on in those RPTs either, being fair.


I voted no. I've seen characters take near deadly wounds and just sleep  them off and play it off as nothing, and I've seen the other end of the extreme, where a player is out for the better part of an IG month.
I think it's up to the player to decide how grievous their wounds are short of death and roleplay appropriately. Not all characters or injuries are created equally, and I wouldn't want to see people just not logging
in because their character is effectively useless.
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