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FA Medical #385

@costno

Description

@costno

Introduce a medical system with greater depth and gameplay rewards. We have the technology. The only reason we have used vanilla wounding for so long is because it’s built in and no one has taken the time to design anything better without mods. Until now! Here's what we're dealing with now:

Issues with Vanilla Wounding and Revive

  1. Lack of feedback for being wounded (periodic grunts/moans). (Issue Some medic(al) ideas #71)
  2. fixed bleedout time each time you are downed. Simplistic.
  3. Very small gap between (functionally) not hurt at all and downed or dead. (related issue Add damage reduction component #246)
  4. being downed does not affect your ability to communicate, you are allowed to carry on conversation as if nothing happened, can beg for help, and can report the precise locations of enemies who downed you. This does not fit in with the concept of authenticity, does little to encourage not getting downed.
  5. There is nothing that can happen while downed unless another player helps you, you just have to sit there.
  6. The sum of this system does not encourage you to stick close to your team, as you can always report to your peers your location and area threats.
  7. Combine that with the low resource cost, and there are few incentives not to get downed other than pure roleplay elements.
  8. Downed pilots are completely fucked, losing control of their vehicle and eliminating a transport or fire support asset. This can outright cancel any chance of completing a mission, and is not rewarding gameplay.

And here is what I intend to do about it:
FA MEDICAL
KEY COMPONENTS

  • Passing Out and Waking Up: the more damage you suffer, the more likely you are to become unconscious. Depending on how hurt you are, you still have a chance to wake up after falling unconscious. This creates tension in the wounded-but-not-downed state, and forces you to choose between seeking cover, seeking teammates, or finishing off an enemy.
  • Bleeding: add depth to the wounded-but-not-downed state. If you are shot and not downed immediately, you will need to seek cover and perform a treatment soon or your chances of passing out will increase overtime.
  • Disorientation: While you are passed out, you will not be able to communicate. If a player passes out in the woods and no one is around to see them drop, are they still alive? Specifically, No outbound communication. Downed players can still hear channels they have access to.
  • Resource cost: Stopping the bleeding of a unit costs anyone (including medics) one bandage. Vanilla revive has a resource cost for everyone except medics, utilizing a FAK. A medic, if present, has zero resource cost to provide healing. Infinite resources is not immersive, and means you can get shot infinite times and always have a way to carry on.
  • Diagnose Action: more accurate feedback for “just how hurt am I?”. You would have a pretty good sense of how fucked-up someone is in real life, additional action added to simulate this in game. (Resolves part of issue Some medic(al) ideas #71)

INTENDED RESULTS
The net result of these components is to provide heavier decisions with greater consequences. Should I bandage myself and wait for a medic to heal me up to save my FAK? Should I burn my FAK so that I can run again and make it to the extract? Should I risk separating from my fireteam, and will they find me if I get downed? Are we going to run out of medical supplies?

CURRENT FEATURES

  • Players suffer damage and begin rolling pass out/wake up saves as intended.
  • Bleed, Bandage, Diagnose Actions
  • Units can heal/bandage as long as the caller or target has relevant resources.
  • Only two additional actions visible over the vanilla system (Bandage and Diagnose).
  • Diagnose self action hidden unless weapon lowered or unit prone (does not clog action menu in combat).
  • Custom downed state dims audio, ragdolls player, disables weapons + actions, generally sets animation correctly*
  • Downed drivers/pilots lose control of vehicle while passed-out.
  • Damage to pilots redirects to random aircraft components, providing consequences without immediately ending their existence.

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