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Medical: Mechanical revamp for HD's new wounding system.

Open caligari87 opened this issue 2 years ago • 3 comments

A few late-night thoughts and ideas. This is still a work-in-progress and subject to change.

  • Leave the stock medikit alone obviously. Still works great as an auto-healer.
  • Replace "bandaging" entirely instead of the current two-step "bandage+stabilize". Semi-randomly generate wound types which influence the kind of bleeding control which needs to be used.
    • Extremity wounds can be tourniqueted or pressure-bandaged. Extreme bleeders may not respond to bandaging.
    • Junctional wounds can be packed or pressure-bandaged. Extreme bleeders may not respond to bandaging.
    • Torso wounds can be pressure-bandaged. Chest seals (for preventing tension pneumothorax) may be too complex to model properly. (For these we're kind of assuming that anything which didn't kill the player outright is not severe enough to be destroying internal organs beyond repair and can be sort-of field-treated without an urgent evac to a trauma center).
  • When wounds are generated, set up secondary thinker tracker for each, with all the secondary status info (description, etc)
    • Make a PR to HDest for a sort of "event handler" hook to make getting fresh wounds more streamlined instead of iterating thinkers constantly.
    • OR MAYBE help performance and increase player involvement by requiring some mechanic to assess wounds manually. Need to balance this carefully.
  • Various tools available in trauma kit for bleeding control and wound treatment. Some new, some old.
    • Bandages (hemostatic and regular): Consumable one-time use per bleeding wound. Can be "packed" for some wounds as a pre-step. Can be applied simply for small wounds, but pressure is usually required to be effective (seal) for deeper wounds. "Improvised" bandages are infinite but slower to work
    • Hemostatic powder / injectable tablets: Rare consumable similar to bandages but much quicker to apply to a deep wound.
    • Tourniquets: Stops bleeding near-instantly for limb wounds. Remains in place to stop bleeding (but does not seal) until wound is properly sealed, then automatically retrieved. Degrades with re-use, eventually breaking. Older tourniquets get placed to bottom of stack of course.
    • Saline: As currently, cleans wounds where bleeding is mostly controlled.
    • Forceps: As currently, removes obstructions from wounds where bleeding is mostly controlled.
    • Biofoam: As currently, heals tissue damage. Also helps with another new mechanic where improperly-treated wounds may end up as tissue damage.
    • Stapler / sutures: As currently, seals wounds to stop possibility of rebleed after treatment. Staples consumable, sutures slower but infinite.
    • Scalpel / surgical tools: Somewhat revamp purpose of this, allows treating new tissue damage mechanic by converting some oldwoundcount to a bleeding wound for proper treatment.
  • Floating bloodsplats representing each treatable wound, point at splats with tools to treat them.
  • Tourniquets are applied to the limb the wound is generated for, and give a stun effect and/or strength nerf while applied.

caligari87 avatar Jun 20 '22 06:06 caligari87