A Simple Idea for Bandage

Started by Sholdyn, February 26, 2008, 11:18:57 PM

I've been using the search tool and it appears that many people have written about this, everyone seems to agree on it, everyone knows the problems, and nothing has been implemented. I'm -hoping- that I can inspire some change. I fear it's a lost cause, but I'm going to be stubborn and fight it any.

I have an idea that in my mind should be easy to implement and therefore might work.  You tell me.

Assuming that the damage code stays the same as it is now, why don't we break bandaging down into traditional bandaging and suturing? Suturing would work more or less how bandage works now; you can only suture a wound once someone is below the point of regen. If you mess up you can do some serious damage, but if you succeed, you can do some serious healing. Bandage then would work on lesser wounds. You could bandage anyone as long as they are bleeding. However, it does nothing for a fail and only deals a limited amount of healing upon success.

Keep both of these aspects as part of the "Bandage" command/skill. The only difference is that to suture you hold a needle instead of a bandage. Thread can be virtual and emoted out.

This way, bandage becomes less like the backstab skill, and can actually be used and levelled up realistically without affecting playability. In point of fact, I think it would increase playability.

I realize that most efforts are probably aimed at 2.Arm currently, but here's hopin'.  :-\
Fear not death, for it is your destiny.

Pretty sure someone's suggested your idea before.. but I'm still in support of it  ;)
Was there no safety? No learning by heart of the ways of the world? No guide, no shelter, but all was miracle and leaping from the pinnacle of a tower into the air?

Virginia Woolf, To the Lighthouse

My only real issue with this is that it really wouldn't be realistic in a lot of situations as far as types of injury goes. I don't know if Arm 2 is going to have differentiation between wound types, but it'd leave a bit of a sour taste in my mouth to call the advanced medicinal skill performed on me 'suturing' even if my character is suffering from a skull fracture.

I know the current version, calling it 'bandage', isn't always accurate, either, but it's a lot more vague and it's easier to RP around 'soandso skillfully bandages your wounds' than it would be to 'soandso stitches the man's wounds closed.'

But I can't really come up with a better name, myself.
And I vanish into the dark
And rise above my station

How about a simple 'The so and so man attends to your wounds' echo? Or something like that

Quote from: IntuitiveApathy on February 27, 2008, 12:24:34 AM
Pretty sure someone's suggested your idea before.. but I'm still in support of it  ;)

Hrm.. I saw other ideas for suturing, but they were a lot more complicated, needing changes to the damage code. If this has been suggested before... Sorry!
Fear not death, for it is your destiny.

Quote from: RogueGunslinger on February 27, 2008, 02:52:12 AM
How about a simple 'The so and so man attends to your wounds' echo? Or something like that

This. Have a generic healing skill, and use emotes to add flavor.
Quote from: H. L.  MenckenEvery normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.

If some beast inflicts a grievous wound on you, you can safely bet your skin's been broken open. It'd make more sense to suture, to me.  After suturing, then I'd bandage.  It's just more realistic *shrug*.

If you've been nicked here and there past the point of regen, then that is a tough one.  In this case, it wouldn't be proper rp to suture, but people might do that anyway and abuse the code (but people do that anyway in other ways).

Sure, it wouldn't be realistic in certain situations, but the current bandage isn't realistic in certain situations as well.  We can get around that by rp'ing properly.  I'd say the only reason the code would need to be changed to include suturing and bandaging separately is due to the fact that bandaging can currently hurt someone... I can't see that, unless you tighten the bandage so hard that you tear their skin further, but what kinda dummy would do that so easily?
For those regarded as warriors, when engaged in combat
The vanquishing of thine enemy can be the warrior's only concern.
Suppress all human emotion and compassion.
Kill whoever stands in thy way...

I'm curious how you'd suture a wound gained from someone beating your ribs in with a stick?  I mean, bandage still makes sense there, but what exactly would you be sewing?

That's why I like more generic echoes.
"Last night a moth came to my bed
and filled my tired weary head
with horrid tales of you, I can't believe it's true.
But then the lampshade smiled at me -
It said believe, it said believe.
I want you to know it's nothing personal."

The Chosen

Quote from: Shiroi Tsuki on February 28, 2008, 12:15:10 AM
I'm curious how you'd suture a wound gained from someone beating your ribs in with a stick?  I mean, bandage still makes sense there, but what exactly would you be sewing?

That's why I like more generic echoes.

Yea, like I said above that, when you're beaten to the point of past regen, it gets complicated. RP wise you shouldn't suture. But people abuse, like they do with everything.  Just like suturing wouldn't make sense with a person who's been beaten with a stick, bandaging -also- doesn't make much sense with a wide, gaping hole in your body caused by a "grievous wound" from some beastie.  There are problems with accuracy with the current bandage and the proposed one, though I think the proposed one increases realism, playability, and gets rid of the huge failure associated with rapping a cloth around someone.

For those regarded as warriors, when engaged in combat
The vanquishing of thine enemy can be the warrior's only concern.
Suppress all human emotion and compassion.
Kill whoever stands in thy way...

Ah, the possibilities that an actual wound and bleed based health code would bring. Alas, such realism is unwanted and has never been succesfully implemented on any known RPI MUD.

I don't know about that.  The player-bases (of equal size to our own) of some other RPI MUDs might disagree with your assessment of their wound code...


Also, it seems obvious to me that the Armageddon coding staff can do a better job than any of those wankers.
Quote from: Wish

Don't think you're having all the fun...
You know me, I hate everyone!

Wish there was something real!
Wish there was something true!
Wish there was something real,
in this world full of YOU!


I read "A Simple Idea for Bondage".

You can imagine my disappointment.

Quote from: path on March 06, 2008, 09:45:16 PM
I read "A Simple Idea for Bondage".

You can imagine my disappointment.

I couldn't agree more.

Same mistake here.
"I have seen him show most of the attributes one expects of a noble: courtesy, kindness, and honor.  I would also say he is one of the most bloodthirsty bastards I have ever met."

Bandage is fine just the way it is, leaves more room to be creative and easy to adapt to practically any situation. Depending on how they got hurt and how bad using a bandage is just easy to adapt to the scene. I can count twice that my current pc has been stitched and twice he's been given stitches out in seriously bad scenerios and just ended the rp with a simple 'bandage amos'. If it ain't broke don't fix it.
A staff member sends you:
"Normally we don't see a <redacted> walk into a room full of <redacted> and start indiscriminately killing."

You send to staff:
"Welcome to Armageddon."