Calling Dr. A man in his twenties to the O.R.
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- Zisrith
- Posts: 129
- Joined: Tue Nov 17, 2009 6:20 pm
- Location: Beaverton, OR, USA
Calling Dr. A man in his twenties to the O.R.
This idea has several smaller ideas for it all to fit together, and I did my best to search for it this time with no results, so bear with me...
I've always kinda wondered how eating your weight in onions and the like can heal you of any of your problems, and I figured that it would make more sense if there were wounds that only one thing could fix in Cantr: Surgery.
With surgery could come the introduction of various medical tools (Scalpel, Bandages, Stitches etc..) and it would have its own skill level - Making some characters more suited to being doctors than others, like with any profession. When hit, there could be a certain chance that you'll be crippled in some way as well as taking damage: Crippled legs affecting your traveling speed on foot, and crippled arms affecting the damage you do in melee, and severed arteries to cause bleeding as time passes, slowly draining more health. These wounds would require a surgeon to fix them, and the damaged individual would need to be resting while it takes place (Like on a cot or bed).
This would create a purpose for having a hospital in your town, as well as doctors. One of my characters has a hospital in their town and I've always wondered what the point of it could be if you can fully heal yourself just by stuffing your face.
I've always kinda wondered how eating your weight in onions and the like can heal you of any of your problems, and I figured that it would make more sense if there were wounds that only one thing could fix in Cantr: Surgery.
With surgery could come the introduction of various medical tools (Scalpel, Bandages, Stitches etc..) and it would have its own skill level - Making some characters more suited to being doctors than others, like with any profession. When hit, there could be a certain chance that you'll be crippled in some way as well as taking damage: Crippled legs affecting your traveling speed on foot, and crippled arms affecting the damage you do in melee, and severed arteries to cause bleeding as time passes, slowly draining more health. These wounds would require a surgeon to fix them, and the damaged individual would need to be resting while it takes place (Like on a cot or bed).
This would create a purpose for having a hospital in your town, as well as doctors. One of my characters has a hospital in their town and I've always wondered what the point of it could be if you can fully heal yourself just by stuffing your face.
Those who live by the sword get shot by those who don't.
- Dudel
- Posts: 3302
- Joined: Wed Oct 01, 2008 5:21 am
Okay, so I found these
http://forum.cantr.org/viewtopic.php?t=7529
http://forum.cantr.org/viewtopic.php?t=10728
http://forum.cantr.org/viewtopic.php?t=7467
OH and most "hospitals" are where people put healing food and sleepers. It's also a good place to "run and hide" if the town is being noisy. You can RP that the character is ill.
http://forum.cantr.org/viewtopic.php?t=7529
http://forum.cantr.org/viewtopic.php?t=10728
http://forum.cantr.org/viewtopic.php?t=7467
OH and most "hospitals" are where people put healing food and sleepers. It's also a good place to "run and hide" if the town is being noisy. You can RP that the character is ill.
- Zisrith
- Posts: 129
- Joined: Tue Nov 17, 2009 6:20 pm
- Location: Beaverton, OR, USA
Dudel wrote:Okay, so I found these
http://forum.cantr.org/viewtopic.php?t=7529
http://forum.cantr.org/viewtopic.php?t=10728
http://forum.cantr.org/viewtopic.php?t=7467
OH and most "hospitals" are where people put healing food and sleepers. It's also a good place to "run and hide" if the town is being noisy. You can RP that the character is ill.
Grr. I need to get better at this.
Those who live by the sword get shot by those who don't.
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Snake_byte
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- Location: Quebec, Canada
I like this a little but the only way I really see it working is to decrease the already small ratio of healing foods to healing more. Then make the surgery a project that takes a day that has a chance to fail and do more damage. A bit like breaking locks. This would heal any injury back to 5% when successful.
However I don't like the idea of crippling and what-not...
However I don't like the idea of crippling and what-not...
- Piscator
- Administrator Emeritus
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- Mack
- Posts: 299
- Joined: Wed Nov 04, 2009 11:49 pm
- Location: Winnipeg, MB
I think it would be cool. If you had a deep cut, your player gets more tired (Blood loss) you can use a small bone needle and sinew to stitch yourself up, if not that experienced you run the risk of infection (Added damage, small amounts over a long period of time) Unless you get some healing foods to fight the infection. If you have someone else stitch you up, the odds of success are slightly better even if unskilled. It's just harder to stitch yourself. I think it would be a great add to the game mechanics.
- Zisrith
- Posts: 129
- Joined: Tue Nov 17, 2009 6:20 pm
- Location: Beaverton, OR, USA
Despite bandages and critical hits being suggested already, those aren't really the point of my idea. I think surgery would make a lot of players more active because doctors would be needed in towns, and hospitals could be used for more than just storage.
@Piscator: I'm sorry. I don't often use forums for communication, so I'm not used to searching them for the material I'm looking for.
@Piscator: I'm sorry. I don't often use forums for communication, so I'm not used to searching them for the material I'm looking for.
Those who live by the sword get shot by those who don't.
- Dudel
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- Piscator
- Administrator Emeritus
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Don't worry. The search malfunction is something that's annoying all of us. (Especially since you can't say "use the search function" anymore
)
I don't know if different types of wound would be appreciated by everyone, but I agree that the current system of how damage is handled is insatisfactory.
I don't know if different types of wound would be appreciated by everyone, but I agree that the current system of how damage is handled is insatisfactory.
Pretty in pink.
- Dudel
- Posts: 3302
- Joined: Wed Oct 01, 2008 5:21 am
As for fixing the broken heal system at hand...
My thought was/is/whatever to have a steady rate of heal that can be added to by a steady amount of "eating".... but eating IN GENERAL. OH, and you can't eat to much.
Otherwise a new system needs to be implemented... and that works so well the first time such things are implemented in Cantr.
Edit: But doing the auto heal with eating in general not allowing X amount makes "baddies" have more advantage... or mob tactics.. or whatever.
Basically, we're stuck with what we got.
My thought was/is/whatever to have a steady rate of heal that can be added to by a steady amount of "eating".... but eating IN GENERAL. OH, and you can't eat to much.
Otherwise a new system needs to be implemented... and that works so well the first time such things are implemented in Cantr.
Edit: But doing the auto heal with eating in general not allowing X amount makes "baddies" have more advantage... or mob tactics.. or whatever.
Basically, we're stuck with what we got.
- SekoETC
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This has been discussed so many times over... Although we might learn something from FTO. In there you can make several healing items out of local materials and they work instantly but the effect on adults is so small that if you have significant damage, you're going to need several to heal. There is natural healing and it's improved by being indoors and by having furniture/comfort items around. It's such an awesome idea, yet it sounds pretty simple on a technical level. Wouldn't it be awesome if having a blanket or a crocheted afghan made you recover faster, or lugging a doll around (if we got around to implementing them), or having bouquets of flowers? Naturally it should be capped in some point... Just like eating healing foods should be capped. I'd be all for giving people a limited stomach capacity and giving certain foods a limit on how much of them can be eaten if they're particularly tough to chew or too salty, spicy or dry. But the thing is, if instant healing was greatly cut back, it would totally change the nature of the game if it wasn't replaced by other sort of instant healing. Hide and fur bandages, cloth bandages, sutures, splints... It would be a huge change.
Not-so-sad panda
- Dudel
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Snake_byte
- Posts: 2134
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- Location: Quebec, Canada
Zisrith wrote:Dudel wrote:Okay, so I found these
http://forum.cantr.org/viewtopic.php?t=7529
http://forum.cantr.org/viewtopic.php?t=10728
http://forum.cantr.org/viewtopic.php?t=7467
OH and most "hospitals" are where people put healing food and sleepers. It's also a good place to "run and hide" if the town is being noisy. You can RP that the character is ill.
Grr. I need to get better at this.
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Plus a short manual search usually helps... But things are really buried sometimes so don't beat yourself up.
- Zisrith
- Posts: 129
- Joined: Tue Nov 17, 2009 6:20 pm
- Location: Beaverton, OR, USA
Dudel wrote:It would give worthless Cantr crap a value... but people would just make/build/whatever the items that took up the least amount of space and "healed the most"... etc etc etc.
Wouldn't change anything, just the tactic by which it was done.
Not really, healing should still be done with healing items at times, but I think some wounds should take an active project to do... The materials wouldn't matter as much, but the labour. Cantr's already full of realistic professions, I myself have played a tailor and a bard, but I've always wanted to be a 'doctor', and it's hard to think I'm the only one
Those who live by the sword get shot by those who don't.
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