Medical System (Testing & Feedback)
Posted: Tue Oct 15, 2013 11:29 pm
Hello.
Hm, there was quite a lot of confusion when we tested this, (I intended to get a smaller test session and to write a post here before it got into a main session) but still, I'd like to collect any kind of feedback here.
So, for those who didn't read the briefing or found it way too badly written, and for those who read it anyway, here's a bit of clarification first:
Basically the whole system is pretty simple and turns around a "blood gauge". You start the mission with 100. If you get wounded, you start loosing blood (max rate being 1 per second). Whenever that gauge gets down to around 40, you are going to start falling unconscious. If you're unconscious, you will wake up, by yourself (assuming that you don't die beforehand), after a certain amount of time (can currently go up to a maximum of about 2 minutes, if you're bleeding a lot/heavily wounded). Also note that when unconscious, the bloodloss is artificially reduced.
When your blood gauge reaches 0, you die.
Applying a FAK on your lovely body (or the one of your even lovelier comrade) will NOT reanimate him, and it will NOT heal him more than very little.
On the other hand, it will stop the bleeding and give a small boost to his blood gauge. Note that it means that a person with very little blood remainng will keep passing in and out of consciousness. (That point needs tweaking. You don't want to keep passing out for hours as it is no fun. Maybe make passing out a very rare event in those cases?). The only use of a FAK is to prevent people from bleeding out, the actual medicing being handled by, wait for it, the medic.
The medic (when equipped with a Medikit), will have a few perks when healing. He will reanimate unconscious people immediately. He will heal people up to 90% of health. He will give a substantial boost to the blood gauge so that the patient doesn't keep passing out. He will also stop the beeding if any.
Other features:
- getting shot in the legs can cause you to not be able to stand up.
- You can drag/carry people that either are unconscious or have broken legs.
IIRC that's about it.
Now, a few notes about the concept itself and some important points to consider:
I myself like the A2 buiuilt-in system, even though the wounded animation is quite horrible, and I like the gameplay opportunities it provides. The goal here is in fine to provide a gameplay that's somewhat comparable, while dealing with the specificities of Arma 3 and why not improving some aspects.
One thing that I think is immediately noticeable is that system relies more heavily on medics than the A2 system. While I see this generally as an improvement, I'm worried about the gameplay degradation when all medics are dead/unavailable. This is one of the main reasons I think testing this with the community can bring ideas and improvements.
I also strive to maintain a reasonably small script, both in actual size and performance impact, yet we have to deal with a new issue: the Arma 3 medical system, or what's left of what it was supposed to be, is completely hardcoded into the engine, unlike A2's that was completely scripted. This let us less room for maneuver, as our features cannot really go "against" the built-in system, or to a very limited extent. For example, the key combination to switch to carrying from dragging, or the Heal/Treat in the action Menu, cannot be removed from a script. This means the system must be built around those things.
Known Issues:
- Bug: Medics do not heal, they hurt you fixed
- Bug: Getting shot in the legs while on stairs is problematic. (fixed : scripted a similar system to A2's)
- Bug: Game crash when Unconscious (Couldn't repro yet)
- Bug: The Treat yourself Action keeps reappearing even after using a FAK to stop the bleeding (Seems fixed, needs further testing)
- Feature: The Knock Out Button shouldn't even exist (fair enough, it's a left-over from debugging. I'll keep it in for now, for testing purposes)
- Feature: The Join Group is somewhat out of place (I find it way more annoying when in the action menu, but that is up to debate)
- Bug: I'm bleeding but never falling unconscious (couldn't repro yet)
- Feature: Black Screens suck (Place Holder. I was considering something along the lines of what A2 ACE shows? Like Black on the side, or very blurry?)
- Feature: Relax the dependancy on medics by making passing out a rare event after use of a FAK.
- Bug: the Join Group button is not available on unconscious units.
In any case, please feel free to share your feelings about the thing, your ideas, wishes, anything. I can work on the script-side of things, but I'm just one person in the community, and if we were someday to use that script, it'd probably be better with your contribution!
Thanks
Hm, there was quite a lot of confusion when we tested this, (I intended to get a smaller test session and to write a post here before it got into a main session) but still, I'd like to collect any kind of feedback here.
So, for those who didn't read the briefing or found it way too badly written, and for those who read it anyway, here's a bit of clarification first:
Basically the whole system is pretty simple and turns around a "blood gauge". You start the mission with 100. If you get wounded, you start loosing blood (max rate being 1 per second). Whenever that gauge gets down to around 40, you are going to start falling unconscious. If you're unconscious, you will wake up, by yourself (assuming that you don't die beforehand), after a certain amount of time (can currently go up to a maximum of about 2 minutes, if you're bleeding a lot/heavily wounded). Also note that when unconscious, the bloodloss is artificially reduced.
When your blood gauge reaches 0, you die.
Applying a FAK on your lovely body (or the one of your even lovelier comrade) will NOT reanimate him, and it will NOT heal him more than very little.
On the other hand, it will stop the bleeding and give a small boost to his blood gauge. Note that it means that a person with very little blood remainng will keep passing in and out of consciousness. (That point needs tweaking. You don't want to keep passing out for hours as it is no fun. Maybe make passing out a very rare event in those cases?). The only use of a FAK is to prevent people from bleeding out, the actual medicing being handled by, wait for it, the medic.
The medic (when equipped with a Medikit), will have a few perks when healing. He will reanimate unconscious people immediately. He will heal people up to 90% of health. He will give a substantial boost to the blood gauge so that the patient doesn't keep passing out. He will also stop the beeding if any.
Other features:
- getting shot in the legs can cause you to not be able to stand up.
- You can drag/carry people that either are unconscious or have broken legs.
IIRC that's about it.
Now, a few notes about the concept itself and some important points to consider:
I myself like the A2 buiuilt-in system, even though the wounded animation is quite horrible, and I like the gameplay opportunities it provides. The goal here is in fine to provide a gameplay that's somewhat comparable, while dealing with the specificities of Arma 3 and why not improving some aspects.
One thing that I think is immediately noticeable is that system relies more heavily on medics than the A2 system. While I see this generally as an improvement, I'm worried about the gameplay degradation when all medics are dead/unavailable. This is one of the main reasons I think testing this with the community can bring ideas and improvements.
I also strive to maintain a reasonably small script, both in actual size and performance impact, yet we have to deal with a new issue: the Arma 3 medical system, or what's left of what it was supposed to be, is completely hardcoded into the engine, unlike A2's that was completely scripted. This let us less room for maneuver, as our features cannot really go "against" the built-in system, or to a very limited extent. For example, the key combination to switch to carrying from dragging, or the Heal/Treat in the action Menu, cannot be removed from a script. This means the system must be built around those things.
Known Issues:
- Bug: Medics do not heal, they hurt you fixed
- Bug: Getting shot in the legs while on stairs is problematic. (fixed : scripted a similar system to A2's)
- Bug: Game crash when Unconscious (Couldn't repro yet)
- Bug: The Treat yourself Action keeps reappearing even after using a FAK to stop the bleeding (Seems fixed, needs further testing)
- Feature: The Knock Out Button shouldn't even exist (fair enough, it's a left-over from debugging. I'll keep it in for now, for testing purposes)
- Feature: The Join Group is somewhat out of place (I find it way more annoying when in the action menu, but that is up to debate)
- Bug: I'm bleeding but never falling unconscious (couldn't repro yet)
- Feature: Black Screens suck (Place Holder. I was considering something along the lines of what A2 ACE shows? Like Black on the side, or very blurry?)
- Feature: Relax the dependancy on medics by making passing out a rare event after use of a FAK.
- Bug: the Join Group button is not available on unconscious units.
In any case, please feel free to share your feelings about the thing, your ideas, wishes, anything. I can work on the script-side of things, but I'm just one person in the community, and if we were someday to use that script, it'd probably be better with your contribution!
Thanks