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Medical System Overhaul
ISSUE
ArmA 3's vanilla medical system relies entirely on addActions, and is very lightweight, to the point of being arcadey. With an addon-based solution we could implement a GUI and slightly more interesting system for healing, perhaps based on i44 or ACE from ARMA 2?
PROPOSED SOLUTION
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Medical items
Bandage - Stabilising wounds
Morphine - Reducing pain
Epinephrine - Waking up unconscious players
All of the above would be contained in one item, for medics only, a universal kit. Ordinary soldiers would have a similar kit but with only bandages, for stabilising wounded units on the fly, and due to the their comparative lack of training, would take slightly longer than a medic.
Self-bandaging could be performed by a player, but would take even longer, depending on the amount of pain being experienced.
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Damage system
Players, after being shot, would experience either "extreme pain", "medium pain", or "mild pain".
Extreme pain would result in the player falling unconscious after around 10-30 seconds of time, depending on movement, requiring the player to be bandaged and then epi'd by a medic. The player would not be left unconscious for longer than 30 seconds, though they would continue to fall unconscious repeatedly until epi'd. Providing the unit was bandaged, they would not bleed out.
Medium pain would cause shakiness of vision, and a mild reduction in accuracy. Essentially, making them less combat effecient, but not unable to move or fight. If left un-bandaged, they would begin to experience larger degrees of pain, until they either passed out or were bandaged. Morphine would be needed to eliminate shakiness and improve player accuracy back to normal.
Mild pain would cause a small amount of shakiness, to the point where it would only just be noticeable, the idea being that players would be allowed a small amount of leeway in terms of damage before needing medical attention.
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Unconsciousness
Include unconsciousness as a mechanic, where extreme pain would cause the player to ragdoll to the ground until he either bled out after a short time or woke up again (need to avoid infinite unconscious timer, either death or wake-up after no less than 60-120 seconds, to give time for medics to reach player).
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Increased options for medics, whilst retaining simplicity to the point where a new player could grasp the basic concepts without a tutorial.
Bandage wound (Available to all units and stabilises wounding, leaving a variable amount of shakiness and inaccuracy depending on damage taken)
Apply Morphine (Heals all pain, removing shakiness and inaccuracy, but takes around 10-15 seconds to fully kick into effect, but only 2 seconds for the medic to apply)
Apply Epinephrine (Fully revives unconscious player and prevents them from falling unconscious, unless they are damaged again, though they may require Morphine to fix shakiness)
Pretty heavily influenced by ACE Wounds from A2, because it's not a half-bad basis to run off.
EDIT: Potential possibility of healing self while in vehicles?
I have some ideas for this which I'll write up later, but this is on the right track.
On Wed, Sep 18, 2013 at 10:55 AM, cambam47 [email protected] wrote:
ISSUE
ArmA 3's vanilla medical system relies entirely on addActions, and is very lightweight, to the point of being arcadey. With an addon-based solution we could implement a GUI and slightly more interesting system for healing, perhaps based on i44 or ACE from ARMA 2? PROPOSED SOLUTION
Add medical items? Runs risk of having too much of a logistical focus, and can be fairly counter-intuitive for newer players.
Include unconsciousness as a mechanic, where extreme pain would cause the player to ragdoll to the ground until he either bled out after a short time or woke up again (need to avoid infinite unconscious timer, either death or wake-up after no less than 60-120 seconds, to give time for medics to reach player).
Increased options for medics, whilst retaining simplicity to the point where a new player could grasp the basic concepts without a tutorial.
-- Compress wound (Doesn't require items, but increases the amount of time a player has before he falls unconscious or dies. For non-medics only?)
-- Bandage wound (Heals wound / stabilises player, leaving slight damage / shakiness until player is fully healed)
-- Fully heal Needs new name.http://Would%20heal%20all%20left%20over%20damage%20from%20wounds,%20returning%20player%20back%20to%20full%20health,%20but%20taking%20much%20longer%20than%20bandaging
-- Revive player (if unconscious, would require immediate banding in order to prevent player from falling unconscious again.) ISSUES
Large amount of work to implement and balance, and may increase difficulty to a level where new players would be unable to understand mechanics. However, with changes and simplifications in places, would make the medic role far more enjoyable and challenging than in vanilla A3.
— Reply to this email directly or view it on GitHubhttps://github.com/Taosenai/tmr/issues/24 .
Ryan Schultz 世の中は / 地獄の上の / 花見かな In this world / We walk on the roof of hell / Gazing at flowers
- Kobayashi Issa
Ah, good timing. I just got out of a Skype conversation with a few people about this, so I'm going to do a bit more write-up on some potential ideas in a bit.
I've altered the above issue into a more concrete specification based on some suggestions from the aforementioned Skype chat.
This is a good start of a specification for an Advanced Field Medicine module, which I would like to eventually see implemented but not enabled by default. (Mission maker's prerogative, as in ACE for A2.)
I have some plans for a more abstracted system that will be enabled by default in TMR. They're still developing. More later!
Medical system is planned for 0.5.
Have you taken a look at CMS module that is being worked on for Arma 2 and Arma 3? It is pretty solid and getting close to a release for the masses.
CMS' style looks insanely complicated, seems like it would be unnecessary.
Is ArmA 3's Damage Distribution sill jacked? Back in Alpha Damage was distributed over pretty muchg the whole body.