Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Medical: Mechanical revamp for HD's new wounding system. #191

Open
caligari87 opened this issue Jun 20, 2022 · 3 comments
Open

Medical: Mechanical revamp for HD's new wounding system. #191

caligari87 opened this issue Jun 20, 2022 · 3 comments
Assignees
Labels
enhancement New feature or request

Comments

@caligari87
Copy link
Member

caligari87 commented Jun 20, 2022

A few late-night thoughts and ideas. This is still a work-in-progress and subject to change.

  • Leave the stock medikit alone obviously. Still works great as an auto-healer.
  • Replace "bandaging" entirely instead of the current two-step "bandage+stabilize". Semi-randomly generate wound types which influence the kind of bleeding control which needs to be used.
    • Extremity wounds can be tourniqueted or pressure-bandaged. Extreme bleeders may not respond to bandaging.
    • Junctional wounds can be packed or pressure-bandaged. Extreme bleeders may not respond to bandaging.
    • Torso wounds can be pressure-bandaged. Chest seals (for preventing tension pneumothorax) may be too complex to model properly. (For these we're kind of assuming that anything which didn't kill the player outright is not severe enough to be destroying internal organs beyond repair and can be sort-of field-treated without an urgent evac to a trauma center).
  • When wounds are generated, set up secondary thinker tracker for each, with all the secondary status info (description, etc)
    • Make a PR to HDest for a sort of "event handler" hook to make getting fresh wounds more streamlined instead of iterating thinkers constantly.
    • OR MAYBE help performance and increase player involvement by requiring some mechanic to assess wounds manually. Need to balance this carefully.
  • Various tools available in trauma kit for bleeding control and wound treatment. Some new, some old.
    • Bandages (hemostatic and regular): Consumable one-time use per bleeding wound. Can be "packed" for some wounds as a pre-step. Can be applied simply for small wounds, but pressure is usually required to be effective (seal) for deeper wounds. "Improvised" bandages are infinite but slower to work
    • Hemostatic powder / injectable tablets: Rare consumable similar to bandages but much quicker to apply to a deep wound.
    • Tourniquets: Stops bleeding near-instantly for limb wounds. Remains in place to stop bleeding (but does not seal) until wound is properly sealed, then automatically retrieved. Degrades with re-use, eventually breaking. Older tourniquets get placed to bottom of stack of course.
    • Saline: As currently, cleans wounds where bleeding is mostly controlled.
    • Forceps: As currently, removes obstructions from wounds where bleeding is mostly controlled.
    • Biofoam: As currently, heals tissue damage. Also helps with another new mechanic where improperly-treated wounds may end up as tissue damage.
    • Stapler / sutures: As currently, seals wounds to stop possibility of rebleed after treatment. Staples consumable, sutures slower but infinite.
    • Scalpel / surgical tools: Somewhat revamp purpose of this, allows treating new tissue damage mechanic by converting some oldwoundcount to a bleeding wound for proper treatment.
  • Floating bloodsplats representing each treatable wound, point at splats with tools to treat them.
  • Tourniquets are applied to the limb the wound is generated for, and give a stun effect and/or strength nerf while applied.
@caligari87 caligari87 added the enhancement New feature or request label Jun 20, 2022
@caligari87 caligari87 self-assigned this Jun 20, 2022
@caligari87
Copy link
Member Author

caligari87 commented Jul 18, 2022

Medical Kits

  • IFAK: Individual First Aid Kit. Treat a couple major wounds for one person, mostly bleeding control (tourniquets, bandages, hemostatics, stimpack). Replaces stock simpacks.
  • MFAK: Multi First Aid Kit: Treat a few major wounds for several people. Some advanced wound treatment (IFAK + saline, forceps, bloodbag, etc). Generally replaces stock medikits.
  • AFAK: Advanced First Aid Kit: Everything above + biofoam, sutures, scalpels, + 2F stapler. Rarely replaces stock medikits.

Bakcpack-style kits with various levels of gear pre-packed. Allow carrying medical supplies very compactly (50% or more compression!) but supplies must be removed from kits to be used in treatments. So you can have tourniquets staged for immediate use, but they take up more room than a tourniquet packed into a bag.

@caligari87
Copy link
Member Author

User Interfaces

  • Bleeding control: Apply and remove tourniquets, seals, bandages, hemostatics. Largest bleeding wound takes priority automatically, unless all controlled. Replaces the stock HDest "bandaging" interface.
  • Burn treatment: Apply and replace bandages, salve, biofoam. Will take time and care to treat burns effectively compared to just blasting with 2F applicator
  • Advanced wound care: Cleaning, sanitizing, removing foreign objects, deep biofoam injection, suturing/stapling, cutting, etc. Usually only available for wounds that have bleeding properly controlled.

@caligari87
Copy link
Member Author

caligari87 commented Jul 18, 2022

Burns Treatment

  • Bandages can be applied to quickly mitigate 10% burns each, up to a max of 50% total. This will gradually decrease until the bandage is replaced for the full amount again.
  • Salve instantly treats 5% burns and can be stacked, but loses effectiveness the more you apply. Also decreases over time and needs to be reapplied.
  • Biofoam works similarly to salve (instantly treats 5% and can be stacked with decreasing effectiveness) but permanently heals 1% burns for each percentage point it drops off over time.

The idea here is that you're not necessarily "fixing" the burns, but instead making them manageable to maintain combat effectiveness. The most effective option is using the 2F applicator for "instant" fixes, but as I'm planning on including an option to make 2F applicators more rare this might best be saved for other things.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request
Projects
None yet
Development

No branches or pull requests

1 participant