ShinraStrife Posted December 31, 2015 Share Posted December 31, 2015 Actually, yeah, that could be doable. I'd volunteer to tweak it a bit, but the heat wave has thrown me out of schedule for my own stuff. When the GECK comes out, making the body visible in first person will be easy. All he would have to do is go into the race records and supply first person meshes for the body. Link to comment Share on other sites More sharing options...
Guest deleted2588518 Posted December 31, 2015 Share Posted December 31, 2015 (edited) Hmm.. as for fixing crippled limbs by yourself in the field... That doesn't seem reasonable. Just because you dig a bullet out of a wound doesn't restore function to a limb. Say its only a flesh wound? That wouldn't cripple you. So its a mute point. But say that bullet shatters the bone? You're not walking on that leg or using that arm for a while. And if its an arm that's crippled, you're not digging that bullet out yourself. I like the idea of a Semi-perma health reduction while the bullet is still in the wound. That makes sense. Press your finger into your leg with some good force. Now imagine that every little movement you make adds a sharp pain like being stabbed over and over again. If you damage a nerve it will go numb but otherwise, you're in for a painful ride. Walking with a shattered bone or severed ligament is nearly impossible without aid. So having that be repaired by a field kid doesn't make sense. You need a doctor and time to rest. Edited December 31, 2015 by TotalMeltdown Link to comment Share on other sites More sharing options...
Flyingdebris Posted January 1, 2016 Share Posted January 1, 2016 Here's 2 ideas, first is not quite mini game in and of itself, but a mini game in how you have to actively manage injuries. Second idea more minigamey, but based off holotapes. For both ideas-Stimpacks mostly grant temporary hp. Health spikes quickly, followed by slow damage over time that mostly cancels the hp granted.-food and water doesn't heal, but blood packs still do, somewhat.-Crippled body parts cannot be fixed by Stimpack or by waiting.-Crippled body parts inflict a slow but persistent damage over time effect while untreated in addition to usual penalties.-Med X temporarily allows player to ignore crippled body part penalties-Doctors can fix injuries as normal Idea 1-Create craftable/lootable bandages/splints as apparel for each body part in the armor slots . While wearing bandages/splints the crippled body part is considered treated indefinitely or until unequiped.-Unequipping bandages/splints deletes the bandage/splint, and adds partial craft components to inventory-Bandages/splints reduce endurance, agility, and strength while worn. Also reduces damage resistance and APs-Wearing Power Armor counts as bandages/splints while worn, but causes fusion drain rate to increase for each crippled bodypart.-players with medic perks have longer temporary hp from Stimpacks, longer med X duration, and less penalties from bandage/splints Idea 2-create an item called "personal auto doc" or something. It could look like a tiny figurine sized nurse nanny bot -Using the auto doc loads a holotape game that acts as the auto doc controls-Running the auto doc hold tape opens some kind of surgery based mini game on the pipboy. -perks in medic decreases difficulty and improves results. Link to comment Share on other sites More sharing options...
Athanasa Posted January 2, 2016 Share Posted January 2, 2016 (edited) It's not fully realistic, but (and this idea seems to be turning to full on medical system mod - I love it) I'm splooshing out an idea based vaguely off the medical module from the ACE mod for ARMA2. Sadly, this idea does remove most of the mini-game stuff in my current mental formation for it. But I'm sure there's ways to put it back in. Or have it run beside it. Anyway, I'm picking a lot of my information off Wikipedia. Two Hidden Stats:Blood LossPainExhaustion Blood LossCertain types of damage (bullets) cause a set amount of blood loss, sometimes with continuing blood loss (RNG based chance? Configurable via MCM). Plasma and laser based weapons don't cause blood loss, but they cause a higher than average Pain. Frag grenades / mines cause more bleeding than bullets. Bladed weapons / attacks cause continuing blood loss (bleeding). Mirelurk and Deathclaw attacks would leave you bleeding a lot. Bleeding legs (if it's possible to code it to be regional) / bleeding over a certain amount per second may get WORSE if you sprint / run with the debuff.To 15%: Unpleasant, but not life threatening.15-30%: Reduced AP, reduced AP generation. Reduced blood flow to extremities: scope sway, reduced ranged accuracy. The world starts to lose saturation the worse you get.30-40%: Reduced stats across the board. The world goes black and white? Random blackouts of the screen, 0.5 - 3 seconds long, depending on blood loss.40%+ The PC drops. You better hope your companion is there to save you.Treatment: To prevent wounds continuing to bleed, apply bandages or stim-packs. Once you've lost blood, try to treat it with blood packs (not ideal, with rejection, but hey! It's a game), saline IVs (not as good as blood), or resting and eating for a day (adjust to your realism preferences). PainPretty much every type of damage (apart from radiation) causes you pain. If using a mod involving bullet wounds and other nastiness, that mod may trigger periodic pain 'peaks'. Blunt weapons cause more pain (by way of balancing) as do weapons that burn. Being on fire is pretty much top of the list for painful things. Each time you trigger a pain flare, your 'pain meter' grows (adjustable).Mild: Sometimes, you say ouch. Pain flares cause disrupted aiming.Moderate: Disrupted aiming, reduced agility and strength. Sprinting has a chance to trigger Flares. Pain flares can drop you to the floor in the 'wounded' animation. Fuzzy edges of the screen.Extreme: All stats reduced. Pain flares drop you to the floor in the 'wounded' animation. Flares can also knock you unconcious.Flares: Occasionally (frequency depending on Exhaustion), pain 'flares'. This causes an extra bad pain effect for a brief period of time. They also cause a 'white halo' around the edges of the screen, with the amount of screen covered by the white overlay and the intensity of the overlay being directly related to your current pain level.Treatment: Temporary reduction of symptoms with MedX (booze?). StimPacks can reduce it somewhat. To actually fix the pain issue, see a doctor to get all your limbs repaired. ExhaustionExhaustion is a feature to basically force you to take a break and rest, rather than keeping on pushing forward. Exhaustion increases the affects of Blood Loss and Pain. Basically, if your level of pain and blood loss remain static throughout the day (you do not get hurt any further), you'll still be collapsed on the ground in five hours time. Because you're exhausted. Not because your blood loss has reached a critical level, but because your body has said, "Nope, you rest now." Endurance affects how quickly your Endurance score increases, but has no affect on blood loss or pain. Exhaustion is gained passively when you are in pain or have blood loss. At low levels, it barely gains at all - meaning you can continue adventuring if you got shot a little bit (adjust in MCM accordingly). You do not gain Exhaustion from wandering around the wilderness - fatigue and tiredness can be covered by another mod.Treatment: Temporary reduction of symptoms through use of Jet, maybe Psycho. Long term treatment is getting some sleep, then treating the root cause (blood loss and pain) to prevent returning Exhaustion levels. Personally, I think a mod like the one I just brain-pooped needs to go with some sort of Death Alternative mod. Something that allows your Companions to patch you up if you drop outside of combat due to blood loss or pain before you get anywhere. Maybe have it so that, in combat, the sheer adrenaline keeps you going for X amount of seconds. The adrenaline rush then drops when you're out of combat, and you drop too. After a black screen, you wake up with your companion crouched beside you, and your pain / blood loss levels dropped down to the previous tier, but not fixed. Curie can probably patch you up an extra tier. Depending on nearby settlements / allied bases, you could wake up there instead. Dogmeat's a smart dog, he knows how to inject you. Or something. Tying in to the MinigameCompleting the mini-game can remove pain and blood loss 'sources', preventing them from escalating passively as you walk around. It doesn't FIX the hurt, or put your blood back, but it prevents it getting worse. ... I wonder, would it be possible with GECK to apply a 'splinted' status? For when you have crippled legs but you splint them. It doesn't fix it, but it gives you part of your move speed back. Edited January 2, 2016 by Athanasa Link to comment Share on other sites More sharing options...
Guest deleted2588518 Posted January 2, 2016 Share Posted January 2, 2016 (edited) Leave it to Athanasa to mega dump ideas en mass. Perhaps you could remove the mini-game from field kits and relocate that aspect to a more specific role. Say the PC becomes a wasteland Doc and people pay them to remove bullets? You get to keep your mini-game idea and give it monetary incentive rather than a gimmick for self triage. Edited January 2, 2016 by TotalMeltdown Link to comment Share on other sites More sharing options...
jcdenton2012 Posted January 2, 2016 Share Posted January 2, 2016 You know... I actually like this idea. In fact, may I make a suggestion to make it even better. As you dig the bullet out, if your scalpel starts to vibrate from being to far off point... your character starts to scream in pain and pant from the agony. Crap like that will help with the immersion and make you NEVER WANT TO GET HURT because you might just further harm this poor bastard you're playing as. Link to comment Share on other sites More sharing options...
Athanasa Posted January 2, 2016 Share Posted January 2, 2016 You know... I actually like this idea. In fact, may I make a suggestion to make it even better. As you dig the bullet out, if your scalpel starts to vibrate from being to far off point... your character starts to scream in pain and pant from the agony. Crap like that will help with the immersion and make you NEVER WANT TO GET HURT because you might just further harm this poor bastard you're playing as. A good reason to always keep a stash of MedX / Calm with you. Link to comment Share on other sites More sharing options...
Nikonthenet Posted January 4, 2016 Author Share Posted January 4, 2016 Some great ideas here!I was also thinking about the audio and feedback through the gamepad JC! It would add a lot. The core idea was simply that Stimpacks could not heal you until the bullet is removed. I think something like this could be very complex, but could also be simple and still add an extra dimension to the experience. I don't know much about the code side of things, but learning -I've tinkered with FO4Edit and released a couple of Standalone mods since I last posted! I guess though that the complexity could be added after completing the mini-game and first level of code required. That way at least we could have something playable before the detail was added?Too much detail in the mechanics might also put some people off, so it would also be good to offer a basic version first and a more complex version later? I guess I'm just saying 'lets do this' but also 'one step at a time!.' Roadmaps are good too though :D Link to comment Share on other sites More sharing options...
x2ash Posted January 4, 2016 Share Posted January 4, 2016 the force lock option sounds painfull :0 screw driver thru the knee :) Link to comment Share on other sites More sharing options...
Athanasa Posted January 4, 2016 Share Posted January 4, 2016 the force lock option sounds painfull :0 screw driver thru the knee :smile:At least it's not an arrow. Link to comment Share on other sites More sharing options...
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