Splints: Healing bones

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Boltersam
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Splints: Healing bones

Post by Boltersam » 05 Feb 2017, 07:45

Summary (a quick, 2-3 sentence summary): The idea is that splints will be able to heal broken bones over a long period of time, counterbalanced by two things. The first being that splints break off a lot, as is.

The second being this idea: a new state is added to broken bones. Currently there's not broken, and broken. The third state, caused by damaging an area with a broken bone enough, for now named "Shattered". Once a broken bone reaches the "Shattered" state, it cannot be fixed by splints and requires surgery.



Benefits (How this will benefit the server and game as a whole): A realistic way to make treatment of broken bones easier, but still have cases where you need to send them up to the Sulaco. It is a buff to the Marines, but let's face it: Surgery is much quicker than sitting in a saferoom, waiting for your bones to heal.

Details (Description of how you think this would work, the benefits, etc): Stated in summary.

Implementation (Optional, if you have an idea how to implement it): New state added to broken bones, and maybe a "health bar" for broken bones, which when under a splint, heals, let's say, 1 point for every twenty ticks, with a healthbar of 20-ish (Subject to change.)

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Miranda
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Re: Splints: Healing bones

Post by Miranda » 05 Feb 2017, 08:03

+1 Well much time of surgeons is wasted on fixing "just" broken bones. But we need to make chest and head areas not fixable by splints(mb not the head, because of many huggers).

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Re: Splints: Healing bones

Post by Helgraf » 05 Feb 2017, 08:04

+1 I actually really do like this idea. It also gives splints even more of a purpose. I also agree with Miranda that maybe they can't heal the head and chest.
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Re: Splints: Healing bones

Post by Swagile » 05 Feb 2017, 13:27

If you make chest and head area not fixable, then this is a waste of the dev's time.

Mid to late game, xenos target the face due to huggers + attempting to decap. They do attack hands and arms to disable, and legs if they can reliably take both your legs off, but they mostly aim at the face due to huggers taking off helmets, making a decap extremely easy.
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Re: Splints: Healing bones

Post by Sarah_U. » 05 Feb 2017, 14:15

+1, it's nice as a whole. Would make shittlers like me who aim for the feet a much less annoying hindrance most of the time.
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Re: Splints: Healing bones

Post by Snypehunter007 » 05 Feb 2017, 18:24

-1.

Realistically, letting a broken bone grow back with out treating it wouldn't happen in a few minutes or hours. It can happen over a period of days/weeks and for certain breaks and fractures doctors do let it heal on its own but you wouldn't be moving very much or at all when that happens. Also breaks may have to be operated on if the bone is broken and then dislocated from the other piece.

Like this is a bone that you //probably// wouldn't operate on. You would put it in a cast and then move it as little as possible.
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On the other hand, I do like the idea of adding the idea of shattered bones to the current system. Its pretty nasty to get one of these:

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Re: Splints: Healing bones

Post by Jroinc1 » 05 Feb 2017, 19:37

+1, but ONLY for gameplay reasons.

Like snype said, the timescale for healing broken bones naturally is MUCH longer than the longest rounds, by far.

Why do I want it? Lessens Rambo-ism, by having a reason to avoid combat, AND gives a reason to have an actual secure area in a FOB.
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Re: Splints: Healing bones

Post by Sarah_U. » 06 Feb 2017, 08:11

If we're gonna enter in the timescale argument, I'm just gonna call out we have a system that starve players on every 10 minutes or so (Not quite, but still) and heals them in a matter of minutes if their injuries aren't too severe (E.G. Survivors)

Still understand the -1, but we could simply put all 'healed bones' to their minimum stable value instead of fully healed so that the player stays injured and quickly gets broken / shattered bones again must they get injured.
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Re: Splints: Healing bones

Post by DeadLantern » 06 Feb 2017, 11:06

+1

Rename the splint to something futurey while remaining in the Retro "future" of the 70s.
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Re: Splints: Healing bones

Post by SchofieldMK2 » 06 Feb 2017, 12:09

-1 NO !!, There is not a very magical material to fix the bones just for a few minutes or hour NO !!

Even so it would not be realistic
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Re: Splints: Healing bones

Post by Boltersam » 06 Feb 2017, 13:43

SchofieldMK2 wrote:-1 NO !!, There is not a very magical material to fix the bones just for a few minutes or hour NO !!
It's not magic. It's science. Science in the year 2050. There's also some more things that take a long time that we speed up for the sake of the time a round takes, such as how long it takes to build a hive, how long it takes Xenos to evolve, how long it takes for a hive to collapse after the Queen dies, etc. It's not much of a stretch that in the year 2050, with all the other tech and increased biological capabilities of humans (Living up to 180), that splints being further advanced, to fix more basic and treatable bone fractures WHILE RESTING FOR AN EXTENDED PERIOD OF TIME IN A SAFE AREA, would exist.

No magic, just science. And concessions for the sake of gameplay.

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Re: Splints: Healing bones

Post by NescauComToddy » 06 Feb 2017, 14:46

Not really realistic to be fully able to "fix" a bone so easily.

Still, for gameplay reasons and, to avoid people salting about having to be healed On the Sulaco, please, for the love of god, put It In-game...

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Re: Splints: Healing bones

Post by RadiantFlash » 06 Feb 2017, 14:49

Eeehn. I'm against this, because it removes a lot of the job doctors do. They 1replace limbs, 2 repair broke bones, 3 temove larva. Medics can heal organs with perixadone, so I wouldn't consider that doctor only.
Not to mention, a lot of the time, marines stay planetside with broken splints instead of coming up to get fixed as is. Feels like it takes away too much from the doctor job, honestly.

-1 from me.

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Re: Splints: Healing bones

Post by Nubs » 06 Feb 2017, 14:50

Medics/docs should get splints and 'casts' splints work as they currently do, while plaster casts take much longer to put on, but would eventually heal the bone after being on long enough. any damage to the area that has been cast will cause the process to unravel. The limbs will also be easier to break than before
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Re: Splints: Healing bones

Post by forwardslashN » 08 Feb 2017, 12:31

No way. Splints were made to protect the entire body in order to get that person stabilized and returned to the Sulaco. If they healed bone damage too, you wouldn't need doctors.
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