Splints 'Stabilize' Hand Fractures

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Nikov
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Splints 'Stabilize' Hand Fractures

Post by Nikov » 16 Aug 2015, 04:04

Summary (a quick, 2-3 sentence summary): A fractured hand in a splint should be able to operate devices without the pained drop chance.

Benefits (How this will benefit the server and game as a whole): Removes the problem of aliens breaking hands to cripple a marine for a 30-minute medbay surgery run. Addresses several other threads for a medic heal-in-the-field option for fractured bones, without adding devices or letting them do surgery. Shifts the meta-game from breaking human hands to actually killing them (or breaking something with more armor on it).

Details (Description of how you think this would work, the benefits, etc): Pre-existing splints become more useful. No new items or sprites needed. Actually fixing the fracture can be delayed, since nobody likes 'oh god the pain' spam.

Implementation (Optional, if you have an idea how to implement it): This format gets redundant once in a while but on the whole its a positive thing.
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DesFrSpace
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Re: Splints 'Stabilize' Hand Fractures

Post by DesFrSpace » 16 Aug 2015, 04:25

+1 You know why this would be USEFUL.
Doctor Roger J. so far has conducted a handful of Surgeries.
Let me be serious, those "handful" surgeries was all on the right hand.
P.S. Doctor should also eat, hunger kill your abilities to do Surgery.
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Re: Splints 'Stabilize' Hand Fractures

Post by Snoopy11 » 16 Aug 2015, 07:49

+1

I play more xeno, than I do marine as of late. And it's a bit shit, to wipe someone out for a decent amount of time, to let them fester in a medbay/shuttle, with nothing to do. Though I think there should be a negative side to using a weapon, or anything, with a splinted hand.

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Re: Splints 'Stabilize' Hand Fractures

Post by Steelpoint » 16 Aug 2015, 07:52

Decrease the weapon's accuracy if your using a splinted hand, meaning it would only be effective for very close range.
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Releasing
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Re: Splints 'Stabilize' Hand Fractures

Post by Releasing » 16 Aug 2015, 08:12

Definitely +1 also, if there will be some drawback implemented like the weapon accuracy decrease. Takes a load off the marine's and squad medic's backs, better for those quick heals during mid-fight, marines get an advantage over a horde of xenos. Squaddies can then rush their way back home after the threat.
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Peachy2912
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Re: Splints 'Stabilize' Hand Fractures

Post by Peachy2912 » 16 Aug 2015, 11:47

It is getting rather ridiculous the amount that broken hands are being used by Xenos to cripple marines. Personally id be up for removing their ability to target hands or feet at all. Or maybe we should add in some sort of armored gloves to protect hands from instant breaks.

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DesFrSpace
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Re: Splints 'Stabilize' Hand Fractures

Post by DesFrSpace » 16 Aug 2015, 12:49

Peachychris2912 wrote:It is getting rather ridiculous the amount that broken hands are being used by Xenos to cripple marines. Personally id be up for removing their ability to target hands or feet at all. Or maybe we should add in some sort of armored gloves to protect hands from instant breaks.
Sound good ideas, I don't remember Alien breaking hand in the Alien movies, it's not specifically listed in the Lore. So let check that up. But honestly, Alien just rip arms off, and that's it.
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HalfdeadKiller
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Re: Splints 'Stabilize' Hand Fractures

Post by HalfdeadKiller » 16 Aug 2015, 12:53

Marine Gloves provide some resistance against xeno hand slashing, but I have had my hands/feet chopped off instantly by ravagers. Also, even if my hand is not completely removed, it is still breakable by lower castes. Another suggestion thread has suggested this.

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DesFrSpace
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Re: Splints 'Stabilize' Hand Fractures

Post by DesFrSpace » 16 Aug 2015, 13:00

Q.Q Bleed to death, talk about IC quick death.
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Re: Splints 'Stabilize' Hand Fractures

Post by Steelpoint » 16 Aug 2015, 13:00

Hell, I've been one hit decapitated by a Spitter once.
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DesFrSpace
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Re: Splints 'Stabilize' Hand Fractures

Post by DesFrSpace » 16 Aug 2015, 13:06

Steelpoint wrote:Hell, I've been one hit decapitated by a Spitter once.
:D we need Katana back into the game, we need way to GIB Alien faster, >.> Rise of the Samurai!
Yeah it's only logical sense that a giant alien can do that to Marine. It should follow the Lore?
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Re: Splints 'Stabilize' Hand Fractures

Post by Astralenigma » 16 Aug 2015, 14:30

Honestly I'm up for the aliens should only be able to target full limbs not hands or legs, that seems like the more reasonable way to do it.

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Surrealistik
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Re: Splints 'Stabilize' Hand Fractures

Post by Surrealistik » 16 Aug 2015, 15:13

+1. Suggested this before, and I'll support it again; splints should be usable on every body part (so feet, hands, body, head as well as the arms and legs).
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Re: Splints 'Stabilize' Hand Fractures

Post by TopHatPenguin » 16 Aug 2015, 22:07

I have never had this problem due to being robotic and such but i can see how it can be a major issue as most of the times aliens will aim for the hands ( Or other vital marine areas ) which turns you from a viable defender of the Fob into a useless marine. +1 to this.
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Re: Splints 'Stabilize' Hand Fractures

Post by apophis775 » 15 Nov 2015, 19:15

Already in.

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