INJURIES

Bleeding

There will be bleeding. Kegan has even worked up the blood drip animations to go along with it. Players will have basic bandages they can make themselves once they learn basic medical, or they can use a regular bandage they can find in a medical office/hospital.

Broken legs

Broken legs will prevent players from walking/running. They will need to be splinted to be fixed, not simply morphined. We have not worked the specifics out, but I would like to see a system where a splint is required to walk again, and morphine required to run, or something along those lines.

DAMAGE

Falling

We will tweak with the falling damage system. It needs to be worked on anyway if we are to use advanced movement.

Melee

Blunt weapons

Sharp weapons

Zombies

Vehicle and building collision

Still working on melee. We would like to have melee attack with axe, a bat, and a few other items I think you guys will like. How the damage will work with each one, we don't know yet. Zombies will be a true threat. Not only can they harm, but they can also infect. We will work out the infection details once we start working on the zombies themselves, but we do want some kind of antibiotic, or something you need to take within a certain time of becoming infected.

Gunshot

No work has been discussed on this matter as of yet.

Blast damage

Same for this one.

SICKNESS

Infected

if attacked

We would like to have a few things that fall into this category. First off would be the zombie infection already discussed. Second, with the way we want to do some of the food resources, there will be an upset stomach effect if certain Items are eaten too much too soon. There will be a remedy for that as well. Drinking bad water will have the same effect. Eating/drinking effects will not be immediately life threatening, and will simply need the "fix" for them to be taken before death to stop the effect. Expect a loss of stamina and slow drain on health under those effects.

Poisoned

HEALING

We have talked about portions of this, but it's not completely fleshed out yet. We will have basic healing items for regular wounds. More in depth wounds like broken legs will have more advanced medical techniques required. As for the regeneration of health, like many other mods, will only happen when full and hydrated. This will only work to a certain point. Players will only be able to heal themselves up to 80%. At this point, they would need either a blood bag, administered by another player, or to REST. Players will be able to rest using a placed BED, or a SLEEPING BAG. Resting will take up to 5 minutes, during which time your screen will go black and a timer will appear. Sleeping can replace up to 10% of your health, but, like the blood bags, has a cool down time in between uses.

Food

Food will affect your stamina, but going hungry will not necessarily lead to a quick death. No one dies when they become hungry. Expect to have to eat at least once every 2 hours of game-play or so. Drinking will be more demanding, but again will not cause your health to plummet when your thirst bottoms out.

First Aid Kits and Surgical Kits

We will not have a "FIRST AID KIT" so to say, but we do want to have a new inventory slot for medical items, as long as you have a medical kit/case.

Campsite/Resting



See Above

CLOSING REMARKS

only

I haven't heard much discussion on the medical system, so I'd like to offer some suggestions from what I feel works great in other mods and games. The medical system is one of the most vital mechanics on any survival game. I, personally, like simple medical systems that also heavily affect gameplay and survival.Continuous damage intake.Use bandage (stops bleeding), First Aid Kit (stops bleeding and heals up to 50%), or Surgical Kit (stops bleeding and heals up to 75%).Unable to run, sprint, or advanced movement.Apply splint, use morphine, or rest at campsite (read further).If height is X or less, player takes damage with no injury; if height is more than X, then broken legs.(Baseball bats, pipes, etc.) do damage with no injury;(Axes, knives, etc.) do damage and bleeding;do damage and cause bleeding after a few hits;(getting run over and being inside a building that gets destroyed) kills players instantly.All gunshots cause heavy damage and bleeding; possible broken legs.Heavy damage and possible bleeding from explosives.drinking dirty water or by getting hit by zombies.Multiplies damage intake and makes vision blurry and/or desaturated.This means that while infected, players will see blurry/black-and-white and not lose health, but will take more damage and lose health faster than normalTaking antibiotics (tabs or injection).Eating poison fruit or drinking dirty water.Slow loss of health until cured or for a specified period of time.Taking antidote (tabs).Healing should be simple once a wound or sickness has been treated.Eating food restores small amounts of health. This should be combined with a max stomach contents to prevent players from just eating a ton of food to heal up.should heal players to a maximum of 50% health and can be self-applied.can heal to a maximum of 75% health and must be applied by another player or self-applied by players who have learned the "Basic Surgery" skill.If a player gets within X meters of any placed tent or sleeping bag, health is slowly restored up to 100%.Also, maybe allow a "Rest" option (like in Breaking Point) only possible near a placed tent or sleeping bag which allows faster healing, but restricts all movement. Once health reaches 100%, broken legs are healed. This will add a lot of value to camps beyond just being used for storage.Healing to FULL HEALTH shouldbe possible by staying fed and/or being at your camp. This allows balance between solo players and squads. Lone-wolves can still heal up to full health at camp, but cannot quickly heal themselves unless they learn the "Basic surgery" skill and have a surgical kit, while squads can benefit from quickly healing each-other up (via the surgical kits), but never healing to full health quicker than solo players.I think this system is simple enough to make it work and balance, yet complex enough to add a lot of value to the mod.Thoughts?I cross-posted this to /r/DesolationMod, so check the discussion there too! https://redd.it/51vgcw