Mass heal for deep cuts?

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Mass heal for deep cuts?

Postby shubla » Thu Oct 29, 2015 5:53 pm

Like seriously. We need one.
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This is getting ridiculous. I should make a ton of poultices to only get 3hpp back per poultice.. This times many.
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Re: Mass heal for deep cuts?

Postby Leafstab » Thu Oct 29, 2015 5:59 pm

Should be able to make a fairly exspensive first aid kit that treats all wounds you have but inflicts a pretty sever stat pen or a debuff to your char that lasts a while
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Re: Mass heal for deep cuts?

Postby shubla » Thu Oct 29, 2015 6:58 pm

Leafstab wrote:Should be able to make a fairly exspensive first aid kit that treats all wounds you have but inflicts a pretty sever stat pen or a debuff to your char that lasts a while

Not all wounds but atleast deep cuts, as they are very very common and usually coem as small wounds so you need shitton of poultices.
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Re: Mass heal for deep cuts?

Postby Sever » Thu Oct 29, 2015 7:00 pm

You gotta keep up with that shit, bro. Heal a few at a time, then you don't have such a bad penalty.

Edit: The 3 damage ones are pretty annoying, though. I just leave them for last since they're so insignificant.
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Re: Mass heal for deep cuts?

Postby DaniAngione » Thu Oct 29, 2015 7:15 pm

If the wound system was somehow connected to body parts (like the health system in games like DF, RimWorld or Project Zomboid) we could have some of them adding on top of each other instead of several wounds. For example, a deep wound (3) on your arm could be added to another two deep wounds (3)(3) that are also on your arm, becoming a single deep wound (9).

We'd still have several wounds (let's say head + torso + 4 members so a maximum of 6 wounds of the same type) but that would already be much better than what we have now. Armor would be more interesting as well, having different parts of the body protected having a real impact on battle and not just a 'total' number that is relevant. Some strikes/attacks could be focused on certain body parts (something determined by the attack color, for example) making combat even more dynamic and giving us more ways to mitigate overused techniques by focusing armor on said places.

Just my two cents, though.
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Re: Mass heal for deep cuts?

Postby shubla » Thu Oct 29, 2015 7:21 pm

Sever wrote:just leave them for last

Thats what I do. That picture is result of it :roll:
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Re: Mass heal for deep cuts?

Postby Sever » Thu Oct 29, 2015 7:34 pm

shubla wrote:
Sever wrote:just leave them for last

Thats what I do. That picture is result of it :roll:

Maybe just take a day off, then.
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Re: Mass heal for deep cuts?

Postby Drevar » Fri Oct 30, 2015 6:04 pm

Perhaps poultice should have charges or be a quantity of poultice so you can heal several smaller wounds or one larger one.
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Re: Mass heal for deep cuts?

Postby shubla » Fri Oct 30, 2015 6:10 pm

Drevar wrote:Perhaps poultice should have charges or be a quantity of poultice so you can heal several smaller wounds or one larger one.

This could be nice idea. Each poultice would heal for x amount of dmg (depending on ql). When you click wound and treat it. % is added to the wear of poultice. For example 1 q10 poultice could heal for 10 hhp dmg. So it could heal one big one, or part of very big one, or multiple very small ones.
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Re: Mass heal for deep cuts?

Postby Ukhata » Fri Oct 30, 2015 6:19 pm

shubla wrote:
Drevar wrote:Perhaps poultice should have charges or be a quantity of poultice so you can heal several smaller wounds or one larger one.

This could be nice idea. Each poultice would heal for x amount of dmg (depending on ql). When you click wound and treat it. % is added to the wear of poultice. For example 1 q10 poultice could heal for 10 hhp dmg. So it could heal one big one, or part of very big one, or multiple very small ones.


at least quality could have something to do with it then?

just let it heal average quality number of damage?
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