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GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: STALKER41 on July 19, 2012, 10:37:36 pm

Title: Medicine and medic stuff
Post by: STALKER41 on July 19, 2012, 10:37:36 pm
So what I thought is that there should be a other way to heal without food.
There should be stuff like morphine,bandages,first aid kits,painkillers.
Morphine would slowly increase your health to maximum. (Like food script in 2.0)
Painkillers would do the same too but faster.
Bandages will heal depending on the amount of HP the player has. Like:
(Severely injured)
<Has 26 hp>
<Uses bandage>
<HP raises up to 67>
(Not very injured>
<Has 74 HP>
<Uses bandage>
<HP raises up to 81-87>
First aid kits should basicly do like bandages but different.Example:
<Has 10 HP>
<Uses F-Aid>
<HP raises up to 85>
<HP gets down to 10 again due to DM'er nearby>
<Uses F-Aid>
<HP raises up to 75 instead of 85>
They would normally be in a medic with amounts of 5 to 10. The medic would do something like /c medicinvent to see what he has in his bag.
From what I saw in wikipedia,most medical stuff are drugs,so why not add them as a chance to get when smuggling?
Most shops in VC would be able to sell them (Like the AIDE shop in Little havana/mainland and the Dispensary's infront of 24/7 in Vice City/NoMainland)
So thats all about medicine,now on to the medic stuff.

With the idea about medicine and stuff,a medic would probably use one of them to heal his/her patient.
The command would be something like
/c heal [Player] [Morphine/Bandages/First_Aid_Kit/Painkillers]
,or a quick way like:     
 /c heal [name] m(orphine)/b(andages)/f(irst_aid_kit/p(ainkillers)
And after you run out of medicine you would have to get to a hospital and use /c restockmedic to restock on supplies
And what about setting the reward you get as a medic? Something like /c setmedicost [Amount] (atleast less than 800$).

Thats all from my brain.
Discuss

Title: Re: Medicine and medic stuff
Post by: Nylez on July 19, 2012, 11:04:43 pm
A litlle chaotic setup.

You should give more clear setup with good setups.

The idea itself could be usefull, if it's written down better.

For example :
(100 HP - Current HP) * 75% = Heal amount from first-aid kit.
(100 HP - Current HP) * 50% = Heal amount from bandages.
Title: Re: Medicine and medic stuff
Post by: Kessu on July 20, 2012, 04:29:53 am
For example :
(100 HP - Current HP) * 75 = Heal amount from first-aid kit.
(100 HP - Current HP) * 50 = Heal amount from bandages.
For example, you lose 26 hp when you jumped from the cougars skyscraper (old one). Now you have 100-26 which makes 74. According to that math, it would heal you for 74*75=5550 hp.

But I agree, the post STALKER made seems quite messy  :poke:

I'll read it again and post my thoughts after work ^^
Title: Re: Medicine and medic stuff
Post by: STALKER41 on July 20, 2012, 10:21:26 am
For example, you lose 26 hp when you jumped from the cougars skyscraper (old one). Now you have 100-26 which makes 74. According to that math, it would heal you for 74*75=5550 hp.

But I agree, the post STALKER made seems quite messy  :poke:

I'll read it again and post my thoughts after work ^^
I have problems with grammar and stuff...
For example :
(100 HP - Current HP) * 75 = Heal amount from first-aid kit.
(100 HP - Current HP) * 50 = Heal amount from bandages.

What the lol. Heal amount from bandages would depend on the players HP. The more you're hurt,the more you get. The less you're hurt,the less you get. Bandages and F-Aid GIVE,they don't multiply lol.
Title: Re: Medicine and medic stuff
Post by: JDC on July 20, 2012, 03:52:14 pm
So basically, the amount of HP healed is inversely proportional to the amount of HP less than the maximum health?
Title: Re: Medicine and medic stuff
Post by: ZeRoX2 on July 20, 2012, 08:41:56 pm
Very nice. I like it, but it's a little Over Powered, there should be a penelty when using the first aid and all these. Because you know, people in combat, spam /C TAKEFOOD, so like 5 or 10 second penetly will be good, freeze penelety or just time.
Title: Re: Medicine and medic stuff
Post by: STALKER41 on July 20, 2012, 08:44:31 pm
Very nice. I like it, but it's a little Over Powered, there should be a penelty when using the first aid and all these. Because you know, people in combat, spam /C TAKEFOOD, so like 5 or 10 second penetly will be good, freeze penelety or just time.

Drug overdose on Morphine and painkillers you mean? Why not.
Title: Re: Medicine and medic stuff
Post by: stormeus on July 21, 2012, 08:47:35 pm
I'm going to post what I said in-game.

In theory, people would begin using medics more as they would be needed to heal more. However, this is only under ideal circumstances. In practice, people would be increasingly annoyed as they need to heal while in the middle of a shootout, and they only have 10, 15 seconds tops to get full medical attention. People would either begin flooding /c medic -> /c heal, or people would instead rely increasingly on kevlar vests, food, and drugs.

Additionally, bandages would become virtually useless. Morphine would become useless. Painkillers would be used by all medics everywhere because it heals you to maximum HP quicker than anything else.

Instead of requiring people to use the command MULTIPLE times, people should only have to call /c medic once. Medics should only have to use /c heal once. There shouldn't be different classes of drugs because people are going to favor the strongest option, and everything else will become as useless as donuts.

When a medic heals a player, like the food script in 2.0, players gain their health back 1 HP at a time. However, instead of it being 1 HP every (x) fraction of a second, when you first start healing a player, they gain 35 HP back the first second. The next second they gain back 25 HP. The next, 10, the next two seconds, 5, and then 2 HP every second until they reach 100 HP. This would continue until the player being healed either reaches 100 HP or the medic is out of range.

The idea of first-aid kits could be worked into the idea by requiring medics to restock at a hospital after using a certain number of first-aid kits. After using up all of their kits, they wouldn't be able to heal anymore.
Title: Re: Medicine and medic stuff
Post by: Nylez on July 25, 2012, 01:15:55 pm
This is how, according to my math, the increase amount of the first-aid kit should be.
So when someone has for Example 10 HP.

100 HP - 10 HP = 90 HP
90 * 75 percent = 67,5 round off to 68 HP.
10 HP + 68 HP = 78 HP

So the lower your HP, the more a first-aid kit will restore.
First-aid kit and other medical supplies should be sold at the dispensaries.

I'd like to know everyone's opinion in this case.
Title: Re: Medicine and medic stuff
Post by: Jaga848 on July 25, 2012, 01:49:22 pm
It's good, I especially like this part:
Quote
First-aid kit and other medical supplies should be sold at the dispensaries.
http://www.argonathrpg.eu/forum/index.php?topic=87436.0 (http://www.argonathrpg.eu/forum/index.php?topic=87436.0) :D
Title: Re: Medicine and medic stuff
Post by: Klaus on July 25, 2012, 06:00:05 pm
I don't see the point of this, as it has no benefits. We have drugs.
Title: Re: Medicine and medic stuff
Post by: Kessu on July 25, 2012, 06:43:57 pm
I don't see the point of this, as it has no benefits. We have drugs.
It'd make dispensaries a scripted business. Work for scripter hehe

It'd give players a legal way of healing other than medic / cops.

Huge con: This would completely wipe off medics.
Title: Re: Medicine and medic stuff
Post by: Klaus on July 25, 2012, 07:16:42 pm
In 2.0, food/drink will only be available if the player is within the business's radius. That leaves a player to choose whether to use paramedics or carry illegal drugs where they risk being caught by police/losing the drugs by death. This seems like a good balance.

The dispensaries could act just like a food/drink store, where a player will be able to buy these "items" to heal.
Title: Re: Medicine and medic stuff
Post by: Kessu on July 25, 2012, 07:20:43 pm
True that, buying Morphine with Morphine in dispensary  :rofl:
Title: Re: Medicine and medic stuff
Post by: Jaga848 on July 25, 2012, 08:30:17 pm
True that, buying Morphine with Morphine in dispensary  :rofl:
:lol:
Title: Re: Medicine and medic stuff
Post by: SugarD on July 25, 2012, 08:42:33 pm
What about making medical kits only restore small amounts of HP to those that aren't in "critical condition" with their HP?

For example, just like RL medical kits, it could bandage cuts, split body parts, etc. in a RP sense for things that are not life-threatening...aka basic first aid.
Title: Re: Medicine and medic stuff
Post by: Kessu on July 25, 2012, 08:45:27 pm
What about making medical kits only restore small amounts of HP to those that aren't in "critical condition" with their HP?

For example, just like RL medical kits, it could bandage cuts, split body parts, etc. in a RP sense for things that are not life-threatening...aka basic first aid.
Colt shot to the head makes you either lose your head or around what, 9 hp loss? I'd consider it very critical RP wise  :razz:

Anyways, I see what you mean, but I'd need to agree with Klaus' latest post. If this is to be implemented, it should be sold only at the dispensaries (Vice Point & Downtown has one atleast)
Title: Re: Medicine and medic stuff
Post by: SugarD on July 25, 2012, 08:53:16 pm
Colt shot to the head makes you either lose your head or around what, 9 hp loss? I'd consider it very critical RP wise  :razz:

Anyways, I see what you mean, but I'd need to agree with Klaus' latest post. If this is to be implemented, it should be sold only at the dispensaries (Vice Point & Downtown has one atleast)
I agree with the locations too. It doesn't seem like it'd be useful to Medics themselves since their abilities [and RP'ed knowledge] are beyond that of basic first aid.
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