The critical point

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Seeker
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The critical point

Postby Seeker » Thu Jan 19, 2006 12:47 am

Before I get into "why we should have this" let me explain what it is first:

If someone does damage to you that leaves you with 90% (or more) damage then you would be unable to move without assistance. In other words, unless you get dragged onto a bike you won't be able to move town.
The second part is that once you go past 90% damage you slowly start losing some life, say 1% every two days. The only way to stop this would be to get some healing food.

Now, why we should have this? It makes it more interesting and realistic, I mean, how the hell is a man who's almost dead able to flee town? Plus how's a person supposed to still be alive for a year after his fight despite the fact he has wounds over most of his body?
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Postby MrPenguin589 » Thu Jan 19, 2006 1:17 am

There's already a suggestion very similar to this... http://www.cantr.net/forum/viewtopic.php?t=4010&highlight=bleeding
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Postby Seeker » Thu Jan 19, 2006 2:14 am

No, this is different. I don't expect everyone to start bleeding when they only get a scratch but if you're incredibly close to death then should your char be able to function like everyone else? You've got wounds over most of your body, how are you supposed to survive for another year or so?
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Postby Leo Luncid » Thu Jan 19, 2006 4:22 am

I support this idea. I would like to hear something along the lines of "Man down! Medic! Where's that damn medic!?" once this gets implemented.
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Postby Agar » Thu Jan 19, 2006 4:30 am

So, you want to hard code cooperation for critically injured? So explorers on dangerous or hostile lands are simply screwed if they didn't bring the materials and make a bike before getting stompted on.

I don't like that idea. I've had too many characters get beaten to that level only to make a long and struggeling recovery to eventually become so much more than they ever could have been.

Solace was a spawn and run thief that ended up head gaurd of a town.

I have a current char that almost parallels that path of life, just to more extremes.

If we're still trying to move when we're that beat down, just let us. We know we've got a foot in the grave, and a flyswat will end us. If you rob us of the ability to even help outselves, Why bother? We'll already have our effectiveness cut to about 10% of a healthy person, and that should be more than enough challenge right there.
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Postby Coramon » Thu Jan 19, 2006 4:52 am

I think the whole "eats some healing foods" idea is really old. I don't see what food will do for you when your bleeding a pint out of your back every ten minutes.
And the whole idea of a medical aspect of Cantr is awesome, but rather how can I put this, unrealistic. Their are to few characters in some of the smaller towns to begin with, now they all need one to become a doctor and so on. I just don't see that idea happening without there being a mass amount of losses as people get used to the idea of needing to get a medic or eat.
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Postby Hellzon » Thu Jan 19, 2006 8:18 am

I'm against it too, for the same reasons as Agar and Coramon...
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Postby wichita » Thu Jan 19, 2006 2:59 pm

I really like the bleeding idea, and would like to see it implemented with balance. I don't think it should kick in until you are at least 50% damaged. I don't think it will be good for the game if all Cantrians are hemapheliacs that bleed out every time a mosquito bites them. I think 90% might be a bit hight, but this would be up for debate.

I don't think healing foods will ever be completely replaced by medicine. Healing foods will remain the chief way to replenish health, in my opinion. However, it would be cool to have bandages, salves, etc to stop this bleeding or infection damage to badly damaged characters. These bandages should be somewhat readily available and easily manufacturable, though. I am thinking a bandage would be something like 10 grams of gauss (made from cotton, hemp, or silk) and a quarter of a day to make. Well, actually, it would probably need to be a resource, so it would look like:

In one day you can make 40 grams of bandage. Requirements 50 grams cotton.

It would be cool to add this to the apothecary table and add the healing mixtures to the bandage for improved performance. Say adding a healing liquid will require half the amount of bandage to stop the bleeding. This too could be tweaked. This could add a very interesting dynamic to the game.

And for all of the cavemen stuck on Aki, simple poultices could be made using hide, various plants, etc. These bandages would be less effective and require more grams, but could be made readily available by characters who are willing to devote the time to preparation and distribtion (doctors), and should take a nominal amount of work for even a crippled character.
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Postby tiddy ogg » Thu Jan 19, 2006 5:43 pm

Poultices of Dung? There's an idea.
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Postby Chris Johnson » Thu Jan 19, 2006 5:50 pm

tiddy ogg wrote:Poultices of Dung? There's an idea.


Poultices of Cow and Donkey Dung are used IRL to stop bleeding in many cultures from Nepal to Kenya . They work by creating an air seal around the wound and are quite effective .

EDIT: These forms of domestic medicine were also used in european cultures even as late as the 1890's .
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Postby Seeker » Thu Jan 19, 2006 11:21 pm

Well, I like either way, 50% or 90%.
90% is barely ever reached by characters without dying the next day, while 50% is common (being attacked constantly by animals for example) and you could spend severals days without needing to be healed.
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Postby Thetaris » Fri Jan 20, 2006 1:10 am

Hellzon wrote:I'm against it too, for the same reasons as Agar and Coramon...


Well don't be. Stop to think about it for a second...
This is REALLY what happens in the Real World. We can't just leave it out of Cantr BECAUSE IT IS AN INCONVIENIENCE TO YOUR CHARACTERS.

That's why you don't want it. Hellzon, Agar, etc. You guys find that it's going to make your Cantr life a tad harder. That's the only reason, and you know it.

It's a real thing in real life as I said, it's a brilliant idea AND will add a beautiful touch to RPing... Imagine someone crawling away from the TBR, escaping and arriving in a safehaven where you are tended to and saved. It would be a great story to tell.

Boo hoo if you don't have healing foods around... That's real, too, not every single town in the entire world has bandaids to help you after being attacked...

And guess what? It opens up a brand new industry- ambulances!

People could race round picking up wounded they hear over the radio, and give them healing foods!

Because, put it this way. Currently, you're on 90% damage and walking along, you have no need to hurry, as so long as no one touches you you're gunna live. However, you need an ambulance with the suggested implementation.

Don't vote against it because it's inconvenient.
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Postby Thetaris » Fri Jan 20, 2006 1:16 am

Note: You should be able to crawl, rather than walk, from there on.
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Postby Agar » Fri Jan 20, 2006 1:38 am

Thetaris wrote:
Well don't be. Stop to think about it for a second...
This is REALLY what happens in the Real World. We can't just leave it out of Cantr BECAUSE IT IS AN INCONVIENIENCE TO YOUR CHARACTERS.

That's why you don't want it. Hellzon, Agar, etc. You guys find that it's going to make your Cantr life a tad harder. That's the only reason, and you know it.


No, I'm against it because the current system is balanced, if you think about it. If we couldn't move as was suggested, several of my characters would be DEAD, not inconvinenced.

Thetaris wrote:It's a real thing in real life as I said, it's a brilliant idea AND will add a beautiful touch to RPing... Imagine someone crawling away from the TBR, escaping and arriving in a safehaven where you are tended to and saved. It would be a great story to tell.


You never tried travelling when you're 85% hurt and starving have you? If that's NOT crawling, I don't know what is. And surviving it HAS BEEN a great story to tell.

Thetaris wrote:Boo hoo if you don't have healing foods around... That's real, too, not every single town in the entire world has bandaids to help you after being attacked...

And guess what? It opens up a brand new industry- ambulances!

People could race round picking up wounded they hear over the radio, and give them healing foods!

Because, put it this way. Currently, you're on 90% damage and walking along, you have no need to hurry, as so long as no one touches you you're gunna live. However, you need an ambulance with the suggested implementation.

Don't vote against it because it's inconvenient.


Ask Jim Salem of Aki how he lived, and he'll let you know the ONLY reason he's alive today is because Ryoko dumped a bunch of healing foods she was transporting to Limestone Camp to drag his chewed up butt on the Spirit of Leone bike. He's the only other person on Aki to travel over land by anything other than his feet.

A vehicle made for the specific purpose of ferrying people and healing food around the land. That sounds like an amublance to me.

No need for radios or vans, But a life saving vehicle none the less.

I'm still opposed to this idea, not because it's inconvenient, but because it is ignorant of how hard it is to move when you're beat up. It's based on theory, not practice. And practice, moving in cantr when horribally mauled, woks just as hard as you'd expect.
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Postby wichita » Fri Jan 20, 2006 2:40 am

I am completely with Agar on the movement part of the suggestion. The current effects on movement and project performance is very well balanced. I would hate to see any changes here. The only thing I would like to see is the addition of bleeding at a very well thought out rate, and efficient methods to stop this bleeding.
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