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Hardcore/Survival Healing, Survival oriented Doctor's Bag


Jeffman12

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Did a cursory search before posting, a corresponding mod doesn't come up, so here goes:

 

First off, do away with Stimpack limb healing.

There was a mod for New Vegas which changed doctors bags from automatic wound repair systems to a sort of "restore over time" or stopgap. Instead of repairing your leg, you'd use it to create a splint and give you limited use of the limb in question while slowly healing it back up.

It was a little too hardcore for my tastes at the time, but I've always like the idea of having something like it. The biggest issue with it, as is, IMO, is that you only have the one character to play, so you can't switch characters while your main person heals up, or the non-quest/non-combat gameplay cycle is limited to the point of being boring when you're too busted up to fight/travel. The fix? Well, barring anything too complex, shorten its time requirements, or give it options to shorten it (Maybe more advanced medical tech, or certain activities that shorten the interval). But please, nothing potentially harmful. You don't want some dumb kid trying to emulate it if they go and break a limb then try to figure out how to make it heal faster by turning to videogames...

 

And while I don't think Power Armor needs to be any more OP, I'm hoping for supplementary rebalances from external mods.

Essentially, Power Armor frames can be used as whole body casts, but re-injuring any bodypart should deter anyone from getting too reckless, even if they have a frame.

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  • 2 weeks later...

I've been hoping for something like this since this game has come out...but no such luck so far.

This is something like what i'd like to see, ripped from my last post;

"Been playing a ton of the new survival mode and loving it, making a list of things I would love to see. One of the things that struck me as odd is the absence of any kind of wound system. I love the disease system they implemented, even though it needs a little fine tuning.

However, the implementation of these mechanics, geared towards greater realism and difficulty, just kinda makes what's always kind of bothered me about healing in Fallout all the more glaring;

Magical, bullet-hole-closing, gash-mending, limb-restoring stimpaks. Sadly, I don't think it will really be addressed by the time the beta is done, so I'm guessing it'll be up to mods.

I imagine a stimpak like a really advanced version of epinephrine or adrenaline, with some basic treatments like analgesic and coagulants thrown in as well. They will help get you through a fight, help heal smaller wounds, and help temporarily keep your body going trough heavy trauma....but you're still going to need proper treatment eventually.

I would really like to see a similar group of status effects and de-buffs that we get for primary needs and diseases, except for injuries.

Like with diseases, say, every time you take damage, there's a chance of getting an injury debuff...maybe the chance and how bad the debuff having to do with how big the hit was?

Or maybe you could have a 'stage' system, just like thirst/hunger/fatigue progression. An invisible 'injury meter' keeps track of all the damage a player has taken since last 'medical treatment' (more on that later), and a player's condition and de-buffs worsen the more damage they take, regardless of current HP and the use of stims or other healing items.

A few ideas/examples;

Lightly wounded; Food will no longer heal your HP or apply buffs (like the effect of being hungry). Neither will sleeping. Small fatigue damage applied to AP, maybe small stat de-buffs

Moderately wounded; As above, but larger fatigue damage, and stimpak-restored hp is only temporary. You cannot get sleep until treated.

Severely wounded; Bigger stat-damage. Stims and other healing items will not effect you until treated.

Bleeding; Not like the super-fast legendary bleed-out effect applied to weapons in the game, much slower, but constant until treated. Periodic damage applied until treated. Maybe different levels or stages of this, too?

As for treatment, a doctor would be ideal (that being said, one that charges more that 15 measly caps. Really, Bethesda?). Or, with the appropriate perk levels you could craft or use a first-aid kit in the field. I imagine it working like 'waiting' in a chair; You couldn't do it in combat or while enemies are around. And you would select how much time to pass and devote to treating your wounds, then you heal a certain amount of 'injury meter' damage, and maybe actual hp as well, per hour. Sort of like how sleeping in a bed works now. Of course, this wouldn't count as sleeping, and you'd still take regular 'damage' to your fatigue/thirst/hunger meters as time passes (maybe even more?), so you couldn't just hunker down somewhere and heal up indefinitely without worry. Also, maybe there could be a few stop-gap emergency solutions...maybe some alcohols will lower your injury meter a little bit, or maybe some med-x could let you ignore the pain and effects just for a little bit.

I imagine my ideal situation something like this;

Our lone survivor is on his way back home to sanctuary from a long two-day scavving expedition. He's travelling a route he knows pretty well but, perhaps overly excited to get back and sample some of the more refreshing spoils of his expedition, carelessly turns the corner of a building too fast only to be surprised by 4 raiders. A firefight ensues, with our wanderer coming out on-top, but just barely. He took a couple hits early, and had to shoot two stims during the firefight to keep him going. This leaves him with a few... but he's bleeding from a sizable hole in his leg that they can't deal with. Almost immediately light-headed and getting weaker, and alarmed at how fast he's losing blood, he limps off the road into the shelter of a blasted out house, pulls out his medkit and manages to stem the bleeding and stabilize himself pretty quickly. He's not dying anymore, but he's not out-of-the woods...the sun's going down fast, and his injuries have left him weak...too weak to get home with the gear he set out with, let alone the generous spoils of the last two days. And he knows if he DOES try to limp home in the dark, all it would take is one small unexpected encounter to end him; he's too weak to fight properly, and even just another small injury will most likely send him right into shock.

Being an experienced wastelander, he decides to err on the side of caution. He stashes most of the loot he was coming back with in a relatively out-of-the way dumpster, and begins looking for supplies. He's got his med kit with him, and knows how to use it...enough to know that with how shot-up he is, it's going to take at least a couple of days of work to get back to snuff. Not perfect, but good enough to pop a couple of stims and let them do the rest so he can head back with his spoils confident he'll be ablt to defend them. So he's going to need some provisions. Shooting himself up with some med-x to keep the pain at bay for a bit, he carefully begins scouring his immediate area for anything that will keep him alive for a couple of days... water, pre-war food, small, easily managed animals, empty bottles to fill up with water from a largish puddle he saw about a quarter-mile back...anything. After a couple hours, and just as the sun starts to set, he's satisfied with his meager findings and retreats to his impromptu shelter, med kit splayed out in front of him, but gun never far from his hand. He slams back a much-needed mouthful of the whiskey from his newly-found treasure, the full flask on his hip, then withdraws it from his mouth... pauses...then with an exp and sets it down, staring at it with a bitter half-smile.

"That would have tasted so much better at home."

Just a few thoughts. What do you think? Any other ideas? Would love to see something like this implemented through a mod when survival mode is finally launched."

I'm hoping something good comes along soon, or i may have to get into some scripting haha

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