Adds Bloodpressure and Heartrate
What Does This PR Do
This PR adds two new vital signs on each carbon mob: heart rate and blood pressure
Heartrate
Your heartrate is controlled by the amount of damage you have, your blood pressure, and certain drugs. The base BPM is 80
- It is reduced by 1 for every damage on your heart Note: if you have a robotic heart, only heart damage is taken into calculation. The effects under here are not applied.
- It is either increased or reduced based on if you have damage taken. If you have more clone and toxic damage, your BPM gets lowered. If brute and burn and oxyloss are higher, your BPM increases
- Being fat increases your BPM slightly
- Some hearts, notably abductor glands, can change your BP or BPM substantially
- A lower blood volume increases your BPM substantially
- A lower blood pressure decreases your BPM substantially
- Some chemicals lower or increase heartrate
###Drawbacks:
- A BPM between 0 and 20 will give 5 oxyloss. Cardiac arrest stops this oxyloss from ocurring.
- A BPM under 60 will give you some messages, and under 50 you will take scaling oxyloss damage.
- A BPM over 100 will just give you messages, and a BPM over 140 will give you a lot of false pain, a chance to become dizzy and heartbeat sounds.
- A BPM over 200 will increase false pain by 15, deal 1 damage to your heart and has a 10% chance to just give you a heart attack
Bloodpressure
Bloodpressure is controlled by your blood volume, and the amount of drugs in your system. A BP of 80 is the norm.
- Being old increases your blood pressure slightly
- Being fat increases your BP
- Lung damage increases your BP by 1 per damage
- Every infected limb increases your BP by 5
- The main factor of BP is blood volume. The lower your blood volume, the lower your BP. Chemicals have some influence on this, the more you have in your bloodstream, the higher your BP.
- Some chemicals lower or increase bloodpressure
Drawbacks
- Under 40 BP you are always dizzy and you start taking extra oxyloss scaling with how low your BP is
- Between 40 and 70 BP, you have a 5% chance to be dizzy, and you take between 1 and 3 oxyloss scaling with damage
- Between 100 and 120 BP, 5% chance for a small message
- Between 120 and 150 BP, some false pain, small chance for a nosebleed, short blindness or dizzyness
- Over 150 BP you will get a good amount of false pain. a higher chance for a bigger nosebleed, a 5% chance to get IB in a random limb, and the dizzyness and blindness from the previous tier
Specific reagent changes:
- New reagent: Amiodarone. This lowers BPM by 30 and BP by 10, and has a small chance to make the patient vomit. It can be created by mixing
Sulphuric acid, carbon, salt and phenol, and heating it up to 200C - Calomel has been removed
- Pentetic now removes only 3u per cycle
- Salbutamol increases your BPM by 25
- Charcoal now removes only 0.5u per cycle
- Saline-glucose has been stripped of glucose, and only heals half of what it used to
- Water increases your BPM and BP by 5 each
Reagent BPM and BP changes
Reagent name - BPM/BP - amount changed
Thirteen loco - BPM - 10
Neuro-toxin - BPM - -10 // Note: this is the alcoholic drink
Coffee - BPM - 10
Coffee - BP - 5
Space drugs - BPM - -10
Nicotine - BPM - 10
Crank - BPM - 20
Meth - BPM - 20
Happiness - BPM - 10
Mephedrone - BPM - 50
Cryoxadone - BPM - -10
Amiodarone - BPM - -30
Amiodarone - BP - -10
Salbutamol - BPM - 25
Morphine - BPM - -20
Atropine - BPM - -20
Atropine - BP - -20
Epinephrine - BPM - 10
Epinephrine - BP - 10
Ether - BPM - -10
Water - BPM - 5
Water - BP - 5
Ethanol - BP - 10
Why It's Good For The Game
Medical, despite being core to many parts of the game, is over all one of our most shallow systems. This PR is the first part of a larger rework to the medical system to add depth and emergent gameplay to our medical system, while keeping the average medical visit the same duration
Testing
A bunch of hanging around in medbay draining blood, drinking coffee and seeing how everything is affected by this
Declaration
- [x] I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.
Changelog
:cl: add: Blood pressure. Don't let this go too high or too low add: Heartrate. Don't let this go too high or too low add: Check out the PR page for a lot more info /:cl:
Hows the wizard cursed heart act with this?
Whats with the lavaland cursed heart? How does this work with it?
Nothing changes with that
Suggestion - Would it possible to add a warning or extend the warnings already in place to advise adding blood to the patient, I know the "critical/low blood" thing is there and the BPM/BP are colored to be noticeable but with it being new a lot of people aren't understanding those numbers or what the patient needs, as it stands it appears 80% blood or lower is a death spiral and players are used to 60% being the goal point, I like the idea a lot and the things we can do with it but the players are struggling to interpret how to handle these new funny numbers without having to read the PR for what each one means
Perhaps something along the lines of "Critical blood levels may cause failure to resuscitate" (even tho you CAN revive them, they just die again)
It also appears lungs are rupturing from the oxyless, not sure if that's intended :)
Take the stuff I say with a grain of salt, do not feel insulted. This is criticism.
Medical Information
Before TM, Safe Blood treshhold for revival and continued survival 65%. After TM, Safe Blood treshhold for revival and continued survival 80-90% (unacceptable). Basicly, the person will suffer oxy damage until they either fall into deepcrit or they're braindead, anything kinda below 85% is deadly which sucks.
Cons for having this: Explorers always suffer blood-loss in space, and if they're severely injured and are at like 70% there's no safety net to keep them alive or at least long enough to make it back to the station, same with miners, blood restoration barely exists.
Vampires do not benefit from this feature but are severely punished, you can no longer safely drain a victim without them instantly suffocating to death. Safe thresholds were at 65% now are at around 80%-90% which is unacceptable because Medbay will surely very quickly run out of blood supplies, also consider Lowpop, we don't always have chemists.
Antagonists with blood
Nobrainer, as an Antag you're limited to medical supplies sometimes if you don't hardcore prepare them. Being beaten up and suffering some blood-loose can put you into a serious damage state, reducing your walking speed, ability to speak and whatnot, as I've discovered, the safe blood threshold is around 80%-90%. Having anything below that is well...a run End. That's what I call it at least.
Pro's for having this:
Honestly, I didn't see this coming, my first thoughts? "I don't like it." Why? It's makes Medbay more complicated then it already is, imagine a new person joining into Medbay and they can't even revive a single person. Keeping people in the round should be a focus. Take this sentence with a grain of salt." You can't just add something that makes it harder to revive people. It's already expansive as it is with all of those injuries.
General crew Bleeding is extremely common, with this change people quickly go into a death spiral with suffocation and die. Yes, this feature may seem it doesn't do much, but also adding so many features to Medbay is not very necessary. I can see your Intent, maybe this is it, but not how it currently is, blood shouldn't be a major factor because it's extremely common.
In Conclusion, make it so that loosing a lot of blood doesn't punish you as strongly as it does now, Its seriously impacting survivability.
Suggestion - Would it possible to add a warning or extend the warnings already in place to advise adding blood to the patient, I know the "critical/low blood" thing is there and the BPM/BP are colored to be noticeable but with it being new a lot of people aren't understanding those numbers or what the patient needs, as it stands it appears 80% blood or lower is a death spiral and players are used to 60% being the goal point, I like the idea a lot and the things we can do with it but the players are struggling to interpret how to handle these new funny numbers without having to read the PR for what each one means
Perhaps something along the lines of "Critical blood levels may cause failure to resuscitate" (even tho you CAN revive them, they just die again)
It also appears lungs are rupturing from the oxyless, not sure if that's intended :)
65% was the safe threshold for blood.
no idea how much the following statements reflect my true opinions on the medical rework im in a pretty icky mood at the moment (and i hope this doesnt come off as too harsh):
i feel like the medical rework is just going to make surviving considerably more miserable and not much else in the end, it isnt rewarding you with more for learning the new systems, its basically just the same results with different and more complex mediums
the project feels like it was made looking at it only from a medical player's point of view on how to make things more interesting without any consideration for any average non-medical player having to deal with more-than-minor injuries
i think i honestly directly oppose the medical department rework. i dont see what good its going to do, i think the medical system being shallow/simple is fine, being dead/severely injured isnt something people particularly enjoy having to deal with and trying to make the medical system more interesting by just making it more complex doesnt feel like the way to go for me
Explorers always suffer blood-loss in space, and if they're severely injured and are at like 70% there's no safety net to keep them alive or at least long enough to make it back to the station, same with miners, blood restoration barely exists.
I've got some(one round) of experience with explorer, and yeeah its quite scary, a mix of not understanding what levels are safe, and times where i start dying and check blood to see i have 80% blood Explorers also have no way to stop bleeding through the modsuit. nor have many healing options
Theres also.. the spike thrower, might need a look at, each shot does 25 brute with 50 bleed, im not sure how the 'bleed' thing works, but 4/6 shots was lethal through adrenals and meds
Thank you everyone so far for the feedback.
I just want to pop in here and remind people that this is very much a work in progress, and things ARE going to be tweaked over time. We are aware of the threshold of blood loss being different, and that is intended behavior, though it's part of an unfinished system (hopefully becomes alot better this next week!)
We plan to add more ways to stabilize yourself, such as medicines that raise blood pressure, as well as tweaking the oxyloss from both hypotension and low blood levels.
The overall goal of this PR is to create a more engaging and interactive medical system that has minimal effects on the amount of time somrone spends in medbay.
Medical rework? Is there a design doc or smth
Also this will probably need a wiki update
The non heart rate/BP reagent changes(calomel, charcoal, saline, and pentitic) really should be in an atomic pr. It doesn't make a whole lot of sense why they've been bundled up into this pr, as they dont effect heart rate, or BP. The closest thing i can equate to any relevancy to the chem changes is that having too much reagents in you is harmful. However this doesn't explain the saline changes, not only does it not directly effect heart rate/BP(other than healing), it doesn't remove other chems, it just heals, so you've nerfed it in a heart rate/bp pr?
And on calomel. Why??? Medical has lost its only proper non chemistry purge chem that wont actively kill them(dialysis removes alot of blood.) so if someone gets poisoned its suddenly harder to remove that poison, for sorta no apparent reason other than possibly removing too many chems in your system, but it really only works if you're in crit anyway
It just doesn't make sense why you're changing chems that aren't directly related with heart rate and or bp