Completed Rework combat medical rules

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The problem with that idea is that you can't mirror this for cops and you'd quickly see people complaining that they can't do something as simple as slapping a bandage on their wound, etc.
Cops (And OTA) can keep medical specialisations oocly tracked in the roster

Everyone else is limited to field use items, such as bandages medigel and morphine
 

Gary

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what about a hard limit in the code meaning you physically can’t equip any medical scripts for another 15 minutes
Hard blocking will only introduce more problems since you can medicate outside of s2k all you want really, and there's no way to really determine if someone is in combat
 
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Rabid

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I think we're overcomplicating things from a rules perspective, imo.

Definately agree medical items could do with a mechanical overhaul though. Best way is to give the bigger scripts a "use" time of 15-30 seconds to represent actual work being done. Make bandages and such 3-5 seconds so they're viable mid-combat.
 
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I think we're overcomplicating things from a rules perspective, imo.

Definately agree medical items could do with a mechanical overhaul though. Best way is to give the bigger scripts a "use" time of 15-30 seconds to represent actual work being done. Make bandages and such 3-5 seconds so they're viable mid-combat.
This, and say "1 armour and 1 medical per engagement" then leave it up to the players on which medical item they want to use

(weigh up the decision of spending almost a minute to use a surgical kit, or if its more beneficial to just wrap a bandage around your wound quickly)
 

Merlinsclaw

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Hard blocking will only introduce more problems since you can medicate outside of s2k all you want really, and there's no way to really determine if someone is in combat
Maybe if they've taken damage in X amount of minutes?

Say you can use 1 armor script and 1 medical script, each on a cooldown of say 5 or 10 minutes? Cooldown only applies if you've taken damage recently.
 

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Maybe if they've taken damage in X amount of minutes?

Say you can use 1 armor script and 1 medical script, each on a cooldown of say 5 or 10 minutes? Cooldown only applies if you've taken damage recently.
+ There's nothing stopping an admin doing @hp if there's a reason why they'd need health during the cooldown (If those sorts of issues arise)
 

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Here's an idea whipped up for a new ruleset for the medic rules, curious on thoughts & if it would even be an improvement over what we have currently

■ Dying in combat means you cannot return to the same fight even after NLR, but can attend others if they happen (provided your NLR has expired)
■ To potentially remedy when civil protections are numerically overwhelmed, dead cops are able to flag onto OTA if there is a raid, only if the active rebel fighting force exceeds the civil protection population

■ Medical and armor items can be used in the field with a 15 minute cooldown between, the item tooltip will tell you the cooldown until you are able to use another: ie Cooldown: 12 minutes and 32 seconds
■ Larger medical scripts such as surgical kits will be moved to a time based interaction, where the user has to have their hands out and not move until the action is completed (similar to ziptieing) the user is able to move but will cancel the interaction

■ Returning to base for medical support will begin a 10-15 minute wait period before you are able to return to the fight
■ Designated medics are able to shorten this to 5-10 minutes for those that they treat

Using medical items before the cooldown expired will add a log to the staff console, but will not prevent the user from doing so (so they can fully repair when at base)

It's extremely rough but curious on thoughts, nothing is set in stone
 

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Here's an idea whipped up for a new ruleset for the medic rules, curious on thoughts & if it would even be an improvement over what we have currently

■ Dying in combat means you cannot return to the same fight even after NLR, but can attend others if they happen (provided your NLR has expired)
■ To potentially remedy when civil protections are numerically overwhelmed, dead cops are able to flag onto OTA if there is a raid, only if the active rebel fighting force exceeds the civil protection population

■ Medical and armor items can be used in the field with a 15 minute cooldown between, the item tooltip will tell you the cooldown until you are able to use another: ie Cooldown: 12 minutes and 32 seconds
■ Larger medical scripts such as surgical kits will be moved to a time based interaction, where the user has to have their hands out and not move until the action is completed (similar to ziptieing) the user is able to move but will cancel the interaction

■ Returning to base for medical support will begin a 10-15 minute wait period before you are able to return to the fight
■ Designated medics are able to shorten this to 5-10 minutes for those that they treat

Using medical items before the cooldown expired will add a log to the staff console, but will not prevent the user from doing so (so they can fully repair when at base)

It's extremely rough but curious on thoughts, nothing is set in stone
I think this satisfies multiple things

- It makes Medics useful

- It doesn't restrict players ("Designated Medics" can just be people willing to put in the effort to medrp, and logs can support this)

- Gives player agency on what type of medical equipment they want to use depending on the situation, without being restricted later on

- Gives incentive to fall back, heal up and then return

- Allows s2k situations to die down naturally if too many people die, since they're restricted from going back
 

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Im going to use as many medical items as I want. Watch out Liberals, you won't like me when Im hopped up on meds
 

'77 East

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We're definitely overdue a change, hard to know how to really approach it
if you could eliminate medical script overhealing that would be great

certain people are abusing the morphine script to overheal during combat and have been doing this for the last 3 maps
 
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Gary

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Alright so here is the current state of the feature

FmPDZHN.png

E6sAUgt.png


Medical and armor repairs now show the cooldown on the scripts, no more having to guess how long is left

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More invasive medical items will now take a period of time to complete, in this time you must keep your hands empty and not move, or else the interaction will cancel.

Larger / more extensive medical items require a medical flag to use (which will go through char auths / head cops possibly?)

cDyrpvz.png

Medics are now also able to see the remaining medical cooldown on a player, so they know when they can be assisted. The above interaction period also goes onto other players, they are unable to move however are able to hold a weapon during the period.

q7dN4nZ.png

flag

Admins now have access to more descriptive logs regarding all of this, which will help with making sure the system is not abused without needing to deep log search.

The more invasive scripts have been buffed

Other changes are purely gameplay, such as the return to base cooldown being shortened by medics doing the healing

As before, any thoughts or opinions are appreciated
 

Kafe

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Will put in some feedback bits/ questions from myself

Alright so here is the current state of the feature

FmPDZHN.png

E6sAUgt.png
Would you be able to make cooldowns only count in minutes instead of seconds similar to NLR timers?
For me it's a level of detail I would rather be without, especially when the timer is in hundreds of seconds.

cDyrpvz.png

Medics are now also able to see the remaining medical cooldown on a player, so they know when they can be assisted. The above interaction period also goes onto other players, they are unable to move however are able to hold a weapon during the period.
Seeking a bit of clarification, does this mean that players receiving treatment are mechanically prevented from moving when someone is applying meds to them?
Brings me back some memories of Left 4 Dead where you would grief your mates by locking them into healing that you'd cancel and repeat constantly. keeping them stuck in place.

Will likely be good to get an idea of how flags are given or distributed as these are all for features that never had the restriction before.
Would there be a max number of flag holders?
Can I IC'ly train someone and thus helping them get the flag?
Am I at risk of having my flag revoked if I'm away for too long and risk my character losing all that knowledge?

Larger / more extensive medical items require a medical flag to use (which will go through char auths / head cops possibly?)
Would we want to discuss expanding crafting for medical items in relation to this.
Primarily letting players break down complex kits into a set of their simple base parts as they can't use them.
Would be cool to do the reverse as well, so medics can merge them into the more complex, exclusive medical items.
 
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Gary

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Will put in some feedback bits/ questions from myself


Would you be able to make cooldowns only count in minutes instead of seconds similar to NLR timers?
For me it's a level of detail I would rather be without, especially when the timer is in hundreds of seconds.


Seeking a bit of clarification, does this mean that players receiving treatment are mechanically prevented from moving when someone is applying meds to them?
Brings me back some memories of Left 4 Dead where you would grief your mates by locking them into healing that you'd cancel and repeat constantly. keeping them stuck in place.


Will likely be good to get an idea of how flags are given or distributed as these are all for features that never had the restriction before.
Would there be a max number of flag holders?
Can I IC'ly train someone and thus helping them get the flag?
Am I at risk of having my flag revoked if I'm away for too long and risk my character losing all that knowledge?


Would we want to discuss expanding crafting for medical items in relation to this.
Primarily letting players break down complex kits into a set of their simple base parts as they can't use them.
Would be cool to do the reverse as well, so medics can merge them into the more complex, exclusive medical items.

1. Will definitely format it better showing minutes before release yeah

2. You can move and act freely, it will just stop the progress bar, you won’t be held or anything like that

3. To begin with would prefer a smaller amount of flag holders to gather feedback and allow some role play to form, if every other person is a crafter they’ll just return to their circles fully

The specifics for the flags haven’t fully been decided, but IC training would honestly be preferred over just new characters

Given the smaller population of flag holders, won’t be any traditional activity checks - at most probably just a message if it’s been a considerable amount of time, but flags won’t be stripped in an activity check sense

4. Definitely open to suggestions for expansions to the current options available once this has been rolled out
 
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RedMan

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- Dying in combat will now prevent returning to the active engagement even after NLR has expired
I fail to see how this will exactly work in a scenario in which the attacking side heavily outnumbers the defending side. May it be the rebels or the combine being the ones that are defending.

I propose to limit said rule to the attacking side.
 

Gary

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Will mark this as completed, but leave it here for now for discussion purposes
 
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