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  • Change how bleeding mechanic works/Add Mechanic to stop bleeding


    Kani09lonewolf
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    • *Management

    Hope everyone is having an amazing day, First i would like to request everyone who reads this to leave your thoughts below if you like it or not. And also thank you for your time to read this. 

    This suggestion would be to change how bleeding works and items/things to counter it - 

    We have had an amazing bleeding mechanic for a long time now, when it was added it was one of the most astonishing things to be added in the city. But as time went by and we got to know it better and work with it better, I have been hearing and have had multiple people come to me about how we can change the bleeding mechanic and i personally would agree with these ideas. 

    Right now if you get shot by a gun or Stabbed you start bleeding. Depending the caliber of the weapon and your injuries you bleed accordingly which is an amazing thing. To counter that for now we have med kits. Which give you a little time to survive and stops bleeding for a certain amount of time and after that a little HP boost. 

    BUT this means every shootout someone gets into they end up bleeding out. Which I don't feel is fair on the Crims OR the Cops side.

    How we can counter? - 

    The Bleeding mechanic is actually prefect which looses blood depending on the Caliber of your wound, But currently there is only medkits to counter that. I think an introduction of something like a band aid or a field dressing would be a nice counter to stop the bleeding BUT with a NO HP BOOST. Band-Aids would strictly stop bleeding and give NO hp boost, where to recover HP you'll still need one of out lovely EMS or any other means we have for now.

    An introduction of a pain killer would also be an good idea where it wont stop the bleeding but the Pain killer would Numb the feeling of getting shot and would counter how a character limps when he is low HP and run like like normal. Pain killer could also provide a little HP maybe 10% to 20% which would deplete with time. 

    This would be my suggestion please leave your opinions down, If you like it or not or if you would add something. 

    Please understand this change in no way is to promote Gunplay, we are a Roleplay server and we want to stay as a Roleplay server. 

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    • *Senior Management

    I mean I suggested the medkit/bandage mechanic to introduce a bleeding mechanic but thought it would also introduce something to combat the bleeding, so I agree

    Edited by ENISAE
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    i believe the reason the med kits don't permanently stop the bleeding is to stop people from using them to dodge Medic RP, personally as a medic i wouldn't mind if med kits stopped bleeding but didn't give a health boost, or even wouldn't go over lets say 50% so you cant just spam them and actually use us medics for more than just MVA's

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    Guest Bill Focker
    34 minutes ago, Brian Conner said:

    +1 Also If you only started to bleed after your armor broke it would make it better and make guns fight better for crims and cops

    +1 to this entire thread, and youre comment. A bandaid to stop bleeding for a certain period of time (I.E 1 minute+) would be fantastic to stop bleeding. Bleeding after your armor is taken away is also a good thing in my opinion as it doesnt mean whenever you get in a gun fight youre pretty much instantly bleeding.

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    As a medic, i don't agree, in one or another this reduces our RP. In general, I also don't agree, I believe anything applied in the field (especially by non-professional to themselves) should be temporary, you'll eventually bleed through the dressing/bandage.

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    • *Management
    2 hours ago, ColinNewb said:

    i believe the reason the med kits don't permanently stop the bleeding is to stop people from using them to dodge Medic RP, personally as a medic i wouldn't mind if med kits stopped bleeding but didn't give a health boost, or even wouldn't go over lets say 50% so you cant just spam them and actually use us medics for more than just MVA's

    Yessir that's what I would like to see aswell. In no way we want to take away from medical RP. 

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    100% agree with this thread and some of the things mentioned in the comments.

     

    1. It'd be great if bleeding only occurred once armor has been penetrated. I've had full armor and full health, got shot once by a small caliber gun shot wound to the clavicle, of all things, lost a tiny bit of health, and started bleeding, as if the body armor wasn't even there 

    2. I think having 2 separate meds is amazing. One to stop bleeding specifically, and another to boost hp, so having field bandaids or something be able to completely stop bleeding would be blessed

    3. Medic RP is totally understood and 1000% needed, but often times you find no medics to be in the city, and that's not putting blame on anyone or anything, thats just how it do be sometimes, so itd be nice to have a way to heal ourselves when there are in fact no medics

     

    To add on, medkits weighing 5 pounds is an extreme disadvantage to carrying them in general. I know for me I can rarely carry 3 because I don't have room, so maybe decreasing them to weight 2.5 pounds or in that area would make them much more useful.

     

    Great thread!

    Edited by AJ Turner
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    • *Senior Management
    1 hour ago, Yuri Locke said:

    +1 I agree and a lot of EMS disagree so why don’t we make it like tows and if a medic is on duty we can’t use them? Considering a lot of the time there is no ems so we have to wait like 10mins laying on the ground everytime 😂

     

    We thought about this, but sometimes the EMS take a bit longer to get to the scenes so allowing them to still bandage themselves without just , dying. lol

     

    Plus people are already complaining on how long they are waiting, and all the timings so regardless its a lose for ems :(

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    • *Senior Management

    I would agree that stuff like this happens. But add more realism for it. For example. If you get shot in the leg you would limp and if it's bad enough you are forced into a crawl. Hit in the arm same thing. Make it so that you can't raise a pistol or it decreases your accuracy of your 2 handed weapons. a way for people to stop bleeding with out having to go to EMS at all. i do not agree that it should be added.

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    +1  I would say add painkillers or bandages that wear off in a certain amount of time. That way you still have to go to ems or check in to fully heal your wounds.

    Another thing to do is what Brian said your body armor has to be completely gone to start bleeding.

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    • 1 month later...

    To add to the painkillers idea you could instead of giving a HP boost use it as a temporary armour source (which maybe or may not be removed after a 1-2 mins) and add a sort of a meth effect maybe as they would likely be very strong meds that you can't really just shake off, providing in essence a legal meth boost that anyone can use.  

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