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Old 10-01-2009, 08:07 AM   #11
angellfall
Default Re: Field Dressings that actually 'stop' bleeding?

Idea is good.. but well... meh...

How things work in game is abit different thought..
When you get a hit ur hp will drop everyone knows this. When your hp drops below certain limit you start bleeding. Lets imagine this magic line is 80% of your hp below that you will start bleeding and start loosing more hp. Thing is that this bleeding will only stop when you go above this imagined 80%.

To make it work like Celestial1 said is to make bandage what will give you hp lets say like 70% since if ur below 10% you can imagine that you are really critically wounded and it will not rly help to use bandage :P Anyway after awhile if you havnt get healed by a medic you will take 70% dmg to drop you back.. that is only way i would figure to stop bleeding for a moment and anyway even like this its "hardcoded" as dev's say (hardcoded = hard to code)
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Old 10-01-2009, 09:51 AM   #12
Jonny

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Default Re: Field Dressings that actually 'stop' bleeding?

What would be required would be to move the bleed system over into python, and then change how a field dressing and medic bag acts. The aim should be to have field dressings ONLY stopping the bleeding, and medic bags ONLY healing. This way, to treat an injured soldier you would need to ensure they recieved and used a field dressing, then also patch the wound up with to heal them. The side effect of all this would be that only a limited number of people could be healed before more ammo is needed, 12 could be healed in a squad of 6.

I remember posting this in another thread suggesting the same thing though, expect this to be locked soon...

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

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Old 10-01-2009, 10:30 AM   #13
snooggums
Default Re: Field Dressings that actually 'stop' bleeding?

Quote:
Originally Posted by Celestial1 View Post
The field dressing would no longer heal whatsoever, meaning that it would be something to really force you to find a medic soon before your field dressing stops working, rather than it being a way to heal yourself and get right back into the fight like you scraped your knee.
Quote:
That was addressed in the post. This anti-bleed effect would terminate after either X amount of time passes, you attempt to apply another patch (which renews but does not stack the effect), or if you are shot again.
In practice the bandage already works as you are intending. When you are bleeding out you apply a bandage to slow down the bleed out process giving you a little time to get to a medic. The only time the bandage lets you get back into the fight is when you receive a minor wound (ie one that did do a little damage like scraping a knee).

I guess I just don't see the difference between:

Now: wounded to 50%, bleed starts. Apply bandage for +20% to 70% then bleed until medic found.

Your suggestion: wounded to 50%, bleed starts. Apply bandage to stop bleed, reamin at 50% until bleed out starts a little later.

The only difference is the current system shows you have the wound by adding the sound effects (coughs and groans), visual cues (b/w screen and blood effects) until you are healed past the bleeding effect.

In your suggestion a lack of bleed would mean that someone with 10% health would apply a bandage, stay at 10% but no longer have the visual and auditory cues meaning they could actually fight better than a currently wounded person in the same 10% because the enemy wouldn't hear them cough, they would not have visual impairment from the blood effects and so on. They would fight like they never scraped a knee at all from a single bandage at any damage level.

I say no unless the stop bleed has a minimum damage threshold (say 40%) where if the person is hurt more they keep bleeding.

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Last edited by snooggums; 10-01-2009 at 10:31 AM.. Reason: forgot a bracket
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Old 10-01-2009, 11:21 AM   #14
John-117

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Default Re: Field Dressings that actually 'stop' bleeding?

i think that the field dressings are complete crap. how about a field dressing that stops the bleeding. however they are a 1 use thing, once you waste it you have to go back to the medic for another one. and the medic only has a small amount. therefore making the medic still vital cos when he runs out, the medic bag becomes important again. also the field dressing might be able to do somin.

also when you applied the hand dressing, you shouldnt do alot of fast moving or else it would come undone. or is that hard coded

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thanks rampo93
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Old 10-01-2009, 12:10 PM   #15
Dug

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Default Re: Field Dressings that actually 'stop' bleeding?

A field dressing should work like this:
  • Stops bleeding for 5 mins
  • If shot again you start bleeding again and there would be a 70% chance that you will enter wounded status
  • 5 mins has passed and you are starting to bleed again, if you have an other field dressing lucky you
  • Oh look a supply crate , you can get more filed dressings but still need the medic.
  • Does not heal you

Field dressing should stack because if it was a bandage and you doubled it , should prevent bleeding for a longer time.
Yet again you are slow.

If it stops the bleeding for 5 mins it will make you run to the nearest medic.
Ofc I suggest if you get shot and apply the field dressing you should move slower.
And a medic will be more needed in the battle in which he will be always a treasure of one squad.
The medic could pay attention that way to the crit wounded ones.

Soon I will have a suggestion up about the whole medical section of pr.
Well not soon , when I have time.

We could even call the field dressing , bandage.
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Old 10-01-2009, 12:15 PM   #16
Jonny

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Default Re: Field Dressings that actually 'stop' bleeding?

Quote:
Originally Posted by snooggums View Post
The only difference is the current system shows you have the wound by adding the sound effects (coughs and groans), visual cues (b/w screen and blood effects) until you are healed past the bleeding effect.

In your suggestion a lack of bleed would mean that someone with 10% health would apply a bandage, stay at 10% but no longer have the visual and auditory cues meaning they could actually fight better than a currently wounded person in the same 10% because the enemy wouldn't hear them cough, they would not have visual impairment from the blood effects and so on. They would fight like they never scraped a knee at all from a single bandage at any damage level.
Incorrect.

There is no reason the effects cannot stay. The effects and the damage are 2 seperate and independant things. Someone with 10% health would actually continue coughing, wheezing, being unable to see and being unable to run anywhere for a LONG time if they used a field dressing to stop the bleeding. They could end up like that for the whole round if they dont get a medic. It might be worth capping time the field dressing can prevent further loss of health, actually.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 10-01-2009, 12:23 PM   #17
StuTika
Default Re: Field Dressings that actually 'stop' bleeding?

Like this a lot. There are a lot of good ideas floating around in here.

As far as I know, the bleed system is already done using python, so this should be possible to I hope!

Stu.
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Old 10-01-2009, 01:45 PM   #18
Jonny

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Default Re: Field Dressings that actually 'stop' bleeding?

Quote:
Originally Posted by StuTika View Post
Like this a lot. There are a lot of good ideas floating around in here.

As far as I know, the bleed system is already done using python, so this should be possible to I hope!

Stu.
No its not.
Its currently done with the code that also causes damage to burning vehicles.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 10-01-2009, 01:48 PM   #19
Garmax

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Default Re: Field Dressings that actually 'stop' bleeding?

Quote:
Originally Posted by Redamare View Post
i read the title and i FULLY AGREE!!!!! lol the field dressings suck soo much they need to heal more
i thought this suggestion was suggesting.. the oposite, because they 'heal' too much right now, and should be to stop bleeding against gun shots


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Old 10-01-2009, 02:14 PM   #20
Vege

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Default Re: Field Dressings that actually 'stop' bleeding?

When it takes one bullet to kill a man you don't really need a medic if your not hindered in any way.
You use fielddressings to remove the blur, not because it will eventually kill you after 5 minutes.
If bleed effects would be taken away with only one field dressing, then medics would be useless.

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