Summary (a quick, 2-3 sentence summary):
At the moment, one of Quick Clot's effects is that it causes minor (<5) brute damage to random body parts. Prosthetic limbs should be exempt from this because there's no reason for a chemical in the bloodstream to give them brute damage, and because it's a fucking pain not being at 100% because two prosthetics have 0.7 brute damage in them, with the only fix being time and fuel consuming welds.
Benefits (How this will benefit the server and game as a whole):
Cures OCD of not being at 100% when you should be
Prevents needlessly long solution to a really minor problem
Improves atmosphere as chemicals shouldn't be affecting prosthetics
Details (Description of how you think this would work, the benefits, etc):
QC brute damage shouldn't affect prosthetics
Implementation (Optional, if you have an idea how to implement it):
QC should check for prosthetic limb before applying brute damage
Prevent Quick Clot from applying brute damage to cybernetic limbs
- Challenger
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Prevent Quick Clot from applying brute damage to cybernetic limbs
Last edited by Challenger on 22 May 2017, 02:23, edited 1 time in total.
- MrJJJ
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Re: Prevent Quick Clot from applying brute damage to cybernetic limbs
Can i just ask how does a prosthetic limb get internal bleeding again?
- Challenger
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Re: Prevent Quick Clot from applying brute damage to cybernetic limbs
They don't get internal bleeding.
Say someone has a chest with internal bleeding, you give them QC. This has TWO separate effects, one is that it externalizes the chest's internal bleeding, the other is that it afflicts minor brute damage to random limbs. So then you'll see right leg has 2 brute, right arm has 1 brute, head has 3 brute, left hand (prosthetic) has 0.5 brute, etc. Normally all this random damage gets healed up naturally quick since brute below a certain threshold gets soaked up over time, but not so with prosthetics, which is really annoying.
Say someone has a chest with internal bleeding, you give them QC. This has TWO separate effects, one is that it externalizes the chest's internal bleeding, the other is that it afflicts minor brute damage to random limbs. So then you'll see right leg has 2 brute, right arm has 1 brute, head has 3 brute, left hand (prosthetic) has 0.5 brute, etc. Normally all this random damage gets healed up naturally quick since brute below a certain threshold gets soaked up over time, but not so with prosthetics, which is really annoying.
- Ikmalmn
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Re: Prevent Quick Clot from applying brute damage to cybernetic limbs
I feel like this is a bug. There is no logical way and reasoning to why a cybernetic limb should be bleeding at all.
Joe 'Soft' Veer - USCM Medic
- Snypehunter007
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Re: Prevent Quick Clot from applying brute damage to cybernetic limbs
Asking for dev review.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017
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Death of the Suggestion Killer - 11/30/2017
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