DarkSign
Erudite
Id like to get some feedback on making the medical skills really fun and fit into our MMO.
Here's how health and healing is going to work:
When you take damage, your health bar goes down - of course.
At certain levels of health the maximum amount of health you can regen will be lowered. Also the rate at which you regen will lower as well.
Critical hits will be rare wounds that cause lasting (but not permanent) disfunction in a character.
Leg = runspeed + lasting % down in health max (possibly walk shaky)
Arm = - STR, - accuracy
Chest = - CON, - END
Groin = - CHA, -LUCK (possibly walk shaky)
Head = - CHA, - INT (camera shakes or flashes for blindness)
(Im tempted to put in an EXTRA critical type that permanently makes you walk with a limp or lose an arm for roleplaying)
WOUND TYPES: normal, critical, bleeding:
Normal - just a loss of hp plain and simple.
Critical take a skilled surgeon or hospital to heal. Has effects described above.
Bleeding = normal damage + DoT damage until healed or dead.
MEDICAL SKILLS: first aid + surgery
first aid = stop bleeding + regain some hp. Can be performed on yourself. Level of first aid skill = increased amt of restore and faster time
Surgery = treat critical wounds or restore to 100% of hp max.
RACIAL Differences:
Mutants are much quicker to stop bleeding, higher hp, slow to regen
BioBorgs have faster regen rate, lower hp, fast bleed
Humans have best mix of hp, regen and bleeding
MEDICINE:
Much like UO/WoW's alchemy system, there will be mutated plants all over the wasteland and in chemical shops in cities that can be combined to make healing pharms. The rarer, the more it can heal.
EDIT***
VIRUSES and DRUGS:
Players will be able to craft viruses and drugs that have semi-persistent effects.
Viruses would have characteristics like:
latency period - you might not know if you have it until you get back to town or near friends
contageousness - how many people or the AoE range of spreading infection
stat decrease - speaks for itself
Drugs - pretty much the same, but could be crafted to have positives as well as negatives. Addiction rate would become a characteristic. "Chem dependent" anyone?
HOSPITALS:
NPC Outposts and Player-towns will have med units:
The higher rank these are, the faster the heal rate.
The more time you spend in these, the more your max hp level gets restored.
Logging out inside one of these will bring you back to 100%.
CONTROLS:
One of things I havent decided is how to make the actual process of using your medic skill interesting.
Im not sure if the skills should be accquired through use, by paying a trainer, through quests, or a combination of these.
HELP?!
Im also trying to come up with some semi-realistic, but yet still fun gameplay for medics.
There's a game called "Combat Medic Special Ops" here that I havent played.
There's also Theme Hospital
I dont want this to get into feature creep, but as we create a world where we want to make real professions mean something, I can see quests that involve much more than hitting a button.
Creating an interactive interface for medics is just one of the opportunities we have.
If anyone has played a game with interesting controls for a medic...let me know.
Here's how health and healing is going to work:
When you take damage, your health bar goes down - of course.
At certain levels of health the maximum amount of health you can regen will be lowered. Also the rate at which you regen will lower as well.
Critical hits will be rare wounds that cause lasting (but not permanent) disfunction in a character.
Leg = runspeed + lasting % down in health max (possibly walk shaky)
Arm = - STR, - accuracy
Chest = - CON, - END
Groin = - CHA, -LUCK (possibly walk shaky)
Head = - CHA, - INT (camera shakes or flashes for blindness)
(Im tempted to put in an EXTRA critical type that permanently makes you walk with a limp or lose an arm for roleplaying)
WOUND TYPES: normal, critical, bleeding:
Normal - just a loss of hp plain and simple.
Critical take a skilled surgeon or hospital to heal. Has effects described above.
Bleeding = normal damage + DoT damage until healed or dead.
MEDICAL SKILLS: first aid + surgery
first aid = stop bleeding + regain some hp. Can be performed on yourself. Level of first aid skill = increased amt of restore and faster time
Surgery = treat critical wounds or restore to 100% of hp max.
RACIAL Differences:
Mutants are much quicker to stop bleeding, higher hp, slow to regen
BioBorgs have faster regen rate, lower hp, fast bleed
Humans have best mix of hp, regen and bleeding
MEDICINE:
Much like UO/WoW's alchemy system, there will be mutated plants all over the wasteland and in chemical shops in cities that can be combined to make healing pharms. The rarer, the more it can heal.
EDIT***
VIRUSES and DRUGS:
Players will be able to craft viruses and drugs that have semi-persistent effects.
Viruses would have characteristics like:
latency period - you might not know if you have it until you get back to town or near friends
contageousness - how many people or the AoE range of spreading infection
stat decrease - speaks for itself
Drugs - pretty much the same, but could be crafted to have positives as well as negatives. Addiction rate would become a characteristic. "Chem dependent" anyone?
HOSPITALS:
NPC Outposts and Player-towns will have med units:
The higher rank these are, the faster the heal rate.
The more time you spend in these, the more your max hp level gets restored.
Logging out inside one of these will bring you back to 100%.
CONTROLS:
One of things I havent decided is how to make the actual process of using your medic skill interesting.
Im not sure if the skills should be accquired through use, by paying a trainer, through quests, or a combination of these.
HELP?!
Im also trying to come up with some semi-realistic, but yet still fun gameplay for medics.
There's a game called "Combat Medic Special Ops" here that I havent played.
There's also Theme Hospital
I dont want this to get into feature creep, but as we create a world where we want to make real professions mean something, I can see quests that involve much more than hitting a button.
Creating an interactive interface for medics is just one of the opportunities we have.
If anyone has played a game with interesting controls for a medic...let me know.