Create Vitality-Based Medical and Cybernetics System#39
Create Vitality-Based Medical and Cybernetics System#39Terkala wants to merge 4 commits intofunky-station:mainfrom
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looks great!! im pretty excited to see how this goes, i do particularly love the modular aspects you outlined. my questionsssss:
- do we reaaaally want skills? weve discussed them before and usually the answer was no, not really, but i can still be convinced. or we can instead just tie all of the medical benefits you mentioned to either the tools or a specific machine (i guess like, the body scanner machine in 13? whatever its called). im leaning towards a machine tbqh, i feel it would establish the same end result w/o skills
- how visible should integrity be to players? its sort of described as another health bar here (though slightly abstracted in the way ttrpgs tend to be), and im not super set on the idea of it just working the same as ttrpg. the direction for medical isn't entirely set if we want to do conditions or hp yet (basically-should we track health via literal numbers or through symptoms, wounds, etc), so im kinda wishy washy on the concept rn. i at least do want this number to be a little obscured, i dont really want players to just be able to say "im at 8 vitality right now so i can get another upgrade." the number should be obscured, with extra factors that impact it, so there's at least a little back and forth
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That's a fair point about the skills, and I kept the implementation here as light as possible. It's not that other jobs are "unable" to do these actions without the skill, it's that they're simply worse at it (leaving a lingering penalty). I wanted some way to mechanically enforce that a tider doing surgery in a tunnel is worse than a doctor in a full medbay, and some way to encourage people to actually visit the roboticist for repairs. Without this skill, they could ask any passing engineer for repairs and the roboticist would lose an entire interesting gameplay loop of people coming by the robo bay for a quick set of repairs. In terms of visibility to players, I'm adding a toggle-button to the top of the health analyzer that lets you switch to "vitality view". So it's something that's immediately visible to basically all players (since all our health and o2 kits come with health analyzers). It hides organs beneath the surface as "cybernetic organs" as an integrity penalty, so you can't tell what organs they have, only infer the amount from how big the penalty is. |
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@taydeo before I put a bunch more time into this, is this accepted as a design PR for medicine/surgery going forward? |
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