More medical actions

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Agar
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More medical actions

Postby Agar » Tue Sep 27, 2005 5:04 pm

I managed to write a small book on why I don't like the infections suggestion, only to submit it during the back up and lose it. Most of it was "why not this other idea" so I am starting the suggestion anyway.

Instead of requiring someone to have the ability to be a doctor in the area for civilisation to exist, why not let the doctors that are in the game do more? If every injury even has a chance of becoming infected, and infection will lead to death if untreated, then, well, we're all going to die. However, there is no current way to heal other peoples wounds in cantr. If I met a doctor that wanted to treat my infection first, and not do anything about the sucking chest wound I have, I wouldn't think much of him.

So, Here's some ideas I've had so far.

First aid - Heal another person. May or may not require resources. Depends on the different healing systems of "eat these onions" or the "natural/realistic" healing. In the eating system, resources would need to be applied to the person to heal them, more like "force feeding" them some onions; where natural healing would be useing some of the clothes not worth mentioning for dressings.

Spoon feeding - Treating hunger by giving people more food. It would be a once a day per person activity, and would just reduce thier hunger bar
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joshua johnson
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Postby joshua johnson » Tue Sep 27, 2005 9:44 pm

I like the healing other person thing. That seems like a good idea to me.

....but to feed people...that I don't see the need for. The hunger bar goes away soon enough if they have food.
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Sunni Daez
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Postby Sunni Daez » Tue Sep 27, 2005 10:23 pm

There are those that RP healers...giving onions and such to others...The only thing I see force feeding healing food to be good for..would be in the case of a *pirate* attack..and healing of your comrades..but this could also be used by the pirates ...I think just handing them the healing food should be as good...but maybe there could be remedies made from mixtures of healing foods...cooked in a stone pot....

as example
600g Tomatoes
100g onion
100g spinage..cooked in a large stone pot Heals faster than any single item


different mixtures heal at different rates???

ehh just a thought
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warfreak
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Postby warfreak » Thu Sep 29, 2005 12:53 am

but maybe the spawning system should change. like may rpgs, you have a class when you start. When you start, you get items for your profession and you can only do certain actions. Like a doctor cannot attack anyone just for more business and they can find resources that others can't. That way, it would be balanced and some cantrians don't have to travel 20 days to find a doctor with the necessary resources. By then, they will be dead.
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Sho
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Postby Sho » Thu Sep 29, 2005 1:28 am

Classes: bad. I'm sure you can get lots of people to explain why, but I'm too lazy to do it myself.
warfreak
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Postby warfreak » Thu Sep 29, 2005 1:37 am

sho, do you like to disagree with me? Anyway, classes are good only if they are use by serious charactors. Maybe you have to be playing a certain amount of days before you can get a class. Not all the newspawns getting attackers and killing everyone
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El_Skwidd
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Postby El_Skwidd » Thu Sep 29, 2005 1:38 am

Classes would completely undermine the ability of any char to do anything they need to do to stay IC. As long as everyone has the same abilities, everything is possible. If your life comes crashing down, you can pick up the pieces and start off somewhere different, potentially doing something totally different than your first occupation. A class would prevent that.

Force feeding food and healing foods would be useful in many situations... a lot of which have to do with sleeping sickness. If a character you want to keep alive has been sleeping for a few days and you're, say, stranded on a boat susceptible to docking attacks, it would be really useful to heal the person up a few points to prevent a quick death.
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warfreak
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Postby warfreak » Thu Sep 29, 2005 1:44 am

yea, but those resources used to heal people are not common to find. How are doctors going to treat people with nothing???
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A Neo Irony
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Postby A Neo Irony » Thu Sep 29, 2005 1:50 am

I don't know where you are, but healing foods are usually only a town or two away at the most. They are extremely common unless you live in some mountain range.
warfreak
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Postby warfreak » Thu Sep 29, 2005 1:51 am

yea, but some do better than others. That unevens the game a tad
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A Neo Irony
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Postby A Neo Irony » Thu Sep 29, 2005 1:57 am

Where did you get the idea that that makes it unfair? Healing food is healing food. Not to mention it all does about the same except for one or two, because the ones that require, say 100 grams to heal 1% collect slower than the ones that need 400 grams to heal 1%.
warfreak
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Postby warfreak » Thu Sep 29, 2005 6:35 am

yes, but some have a lower rate of healing AND a lower rate of collecting. That unbalances the healing idea
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Sho
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Postby Sho » Thu Sep 29, 2005 10:05 pm

And if all locations were balanced, trade would die.
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Nick
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Postby Nick » Thu Sep 29, 2005 11:55 pm

A Neo Irony wrote:I don't know where you are, but healing foods are usually only a town or two away at the most. They are extremely common unless you live in some mountain range.


Neither is the case for one of Cantr's largest towns.

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