(For this game: http://developer.byond.com/forum/ index.cgi?action=message_read&id=493391&forum=5&view=0)
I'm wondering if bleeding is too much on top of everything else?
Firstly, bleeding is constant, and only has a 10% chance to stop on it's own (Bleeding is considered an open wound, not a small scrape or cut), making it a very dangerous threat. The only way to patch it (in game) is to bandage it. It deals 1 damage (Most players will only have 100 or so health, not to mention the damage already done from the attack that caused the bleeding) every 5 seconds.
Every ballistic (gun) attack would have a chance to cause bleeding, so it'd be pretty often you'd find yourself leaking.
Too much? Or more? Or not at all?
Cast your vote, explain your reason!
ID:152436
Oct 24 2006, 5:41 pm
|
|
In response to Hobbesx
|
|
Hobbesx wrote:
If the chance happens very often then you'd want a low percentage, otherwise if it's only decided once I would say you should use a much higher number as 10% is a very small proabability. Agreed. Since bleeding is, in itself, a process of repairing and it's very function ultimately provides enough platelets to stop the bleeding, I don't think a 10% probability is what you should use. Make it dynamic- when was the last time you bled to death of a paper cut or grazed shin? On the other hand, most people in WW2 films (:P) die when they get shot in the head or that big artery in the thigh. Make the percentage of the bleeding stopping decrease, the worse the wound is. If it's just a cut on your arm then make it 30% or something, if it's your neck being gashed open then 1% (without proper medical care, although a neck wound is a pretty unenviable position to be in). Obviously don't use my exact numbers, it's just something to think about. |
I think it depends on what role you want bleeding to play. If you want bleeding to be hugely dangerous, have it increase in severity over time, hard to stop (possibly internal), and often fatal. If you want it to be a minor factor, just bleed off a few points every so often, have an increasing chance to stop, and make it easy to staunch. Or, determine these factors by the severity of the wound.
Consider that players bleeding all the time essentially shortens the lifespan of any 1 character, which may or may not be desirable. At your current rate, assuming 90% health, a player will bleed out in 7.5 minutes. That seems pretty severe for minor injuries or damage to extremities (even a severed finger is unlikely to kill you!) but quite acceptable for internal damage to the body core or head injury. Also, consider that bleeding has other ramifications. It stains things (making the injury more apparent and often the weapon used as well), leaves a trail, and may attract things like predators or zombies. |
In response to Elation
|
|
ok like what about the major arterie's (my moms taking up medical assistant :p) like what if you get cut on the wrist or shot on the wrist, i would think that would mean a essential death, cause most people ive know to commit suicide cut both their wrists and bled out onto the floor (which is very disturbing to see), but yeah read a medical dictionary if you are going to have many percents on where the wound is located, if i was going to kill someone id aim for the head, cause aiming for the chest is not nessecerily the best choice (A.I.: body armor, bullet proof vest) altho there are ways to get past a B.P.V. its a little bit hard, so id aim for the head cause once you take out their brainstem their naturally dead, doesent even take two bullets.... but dont listen to me... hehehe.
V.B. |
I agree with most of what Elation said.
Since this is zombie post-apocalyptic, make the blood attract zombies (kind of obvious, right?)! Or rather, the scent. That would put an emphasis on getting medical attention immediately, or you would become a zombie magnet. And even more, how about illnesses and infections? Things like a fever from an infection could throw off your coordination, making your character less effective in combat and most other tasks. |
All very good responses! How about this:
1) Locational Damage : Depending where you're hit can effect your blood loss (rate of loss and the chance of it stopping on it's own) 2) Amount of Damage : Higher the damage, more bloodloss, and difficulty to stop it on your own (w/o bandages). 3) Type of Damage : Whether it's a normal atttack, or a critical hit. Critical hit implies something very major,(Head, major artery, throat, lung, etc.) while just a hit can be anything from your pinky toe to your shoulder. This would mean that only critical hits caused severe bleeding, and normal attacks only bled for short(er) amounts of time. What if all these are used? Does that seem realistic/accurate? |
In response to VolksBlade
|
|
You don't need a PhD in medicine to know that a head-shot means a 10 times modifier on your high-score. Wrists are meant to be pretty deadly if you slit 'em then wait, but I've heard they're fairly easy to survive if you get patched up. Look at it this way; you're not going to be aiming for the wrists in a gun-fight. :P
|
In response to Elation
|
|
Elation wrote:
You don't need a PhD in medicine to know that a head-shot means a 10 times modifier on your high-score. Wrists are meant to be pretty deadly if you slit 'em then wait, but I've heard they're fairly easy to survive if you get patched up. Look at it this way; you're not going to be aiming for the wrists in a gun-fight. :P yes you will...to knock the gun out of thier hand. But maybe you can have it so that it takes time for the smell of blood to spread. <small><small>I am the pot pie!</small></small> |
In response to VolksBlade
|
|
VolksBlade wrote:
if i was going to kill someone id aim for the head, cause aiming for the chest is not nessecerily the best choice (A.I.: body armor, bullet proof vest) altho there are ways to get past a B.P.V. its a little bit hard, so id aim for the head cause once you take out their brainstem their naturally dead, doesent even take two bullets.... but dont listen to me... hehehe. Holy lack of periods and paragraph breaks, Batman! Common training for LEOs is to put two bullets into the chest and one bullet into the head. This is because there are only two reliable ways of killing a person: #1) Exsanguination. #2) Disruption of the central nervous system. Exsanguination is a problem of the past these days. If medical attention can be rendered, almost any bleeding injury can be staunched and patched. For instance, the survival rate of being shot in the heart is over 60%! Disrupting the central nervous system means you must sever the spinal cord or brainstem and do so in a fashion that causes sufficient trauma to trigger an unconsciousness response. The internal organs of the body then receive no impulses from the brain and cease to function, resulting in clinical death. It's possible for someone's spinal cord to be severed without causing death, as long as the spinal cord is severed below most internal organs. Note that contrary to popular opinion, being shot in the head is not guaranteed fatal -- brain damage is quite survivable. However, it is an incapacitating injury by nature of causing significant loss of mental capacity. A person who is shot in the head will suffer from mental retardation. Naturally, if sufficient mass of the brain is destroyed, the brain will shut down completely and this will result in clinical death. |
In response to Shlaklava
|
|
Shlaklava wrote:
yes you will...to knock the gun out of thier hand. Not exactly. If you can hit someone's wrist while they are holding a gun you might as well just shoot the gun if you have such perfect accuracy, seeing as how the gun is probably bigger than the wrist, and has more surface area to aim for. If you want to knock a gun out of someone's hand, then shoot his shoulder or any other part of the arm. Actually, shoot them anywhere and I am pretty sure they will drop their gun. |
In response to Cavern
|
|
Cavern wrote:
Shlaklava wrote: I guess so. But anyways. Back to topic; maybe you can have it so the percentage of the ability to heal a wound could increase over time dependant of the wound |
How are you implementing the 10% chance to stop bleeding? Is this done every second, or calculated once when they start bleeding? If the chance happens very often then you'd want a low percentage, otherwise if it's only decided once I would say you should use a much higher number as 10% is a very small proabability. Perhaps the players could influence their chances of overcoming the wound with their various stats and skills.