Alright so, I put on a bear cloak and it has very decent quality and ups my strength considerably, but the difference is not met with HHP. I am expected to take a sauna in a swamp for hours to recover this?
We cannot bandage our heads, as our heads are covered.. fair enough.
Allow us to bandage other body parts. It should provide less recovery than a bandaged head but it would be a nice turn of events.
It could also provide an alternative way to treat the dead, as well as allow your character to look like a mummy....or a burn victim.
OOh another thought. Skill : Surgeon. A skilled medic with perception and intelligence could treat players, speeding up their recovery. The trade off is that unlike merely wearing bandages and using them nearly infinitely, a surgeon would use up bandages and require water to treat the wounded.
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Caradon
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Bandages, Bears, Brigands, and Bullshit
Trolls- Dont argue with it, Don't reason with it, Just DOMINATE! Southpark S10-E5
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sabinati
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Re: Bandages, Bears, Brigands, and Bullshit
some herbs could be used for, like poultices or salves or something. or honey, honey has been used to treat wounds, since it has antimicrobial properties.
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CG62
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Re: Bandages, Bears, Brigands, and Bullshit
Grievous wounds should have the chance of becoming infested with maggots.
It rapes your SHP, but it raises your HHP.
Maggots excrete an antimicrobial compound.
It rapes your SHP, but it raises your HHP.
Maggots excrete an antimicrobial compound.
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loftar
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Re: Bandages, Bears, Brigands, and Bullshit
Well, the reason this isn't already "fixed" is because I don't really know how it reasonably should be handled. If you think about it, there isn't anything that you have to "recover", in the literal sense of the word, after you've put on the bear cape, since you haven't lost anything (except pixels on the HP bar).Caradon wrote:I am expected to take a sauna in a swamp for hours to recover this?
As I see it, there are basically two ways to "fix" this -- I could either add the corresponding amount of HP whenever STR/CONS-modifying items are equipped, and subtract them again when taken off, or I could try to preserve the percentage* of the current HP when equipment is changed. The first one has the obvious disadvantage that you could potentially knock yourself out or kill yourself just by taking something off, which seems a bit ridiculous; though I'm not absolutely against the mechanism. The second has weird implications and seems like it could be exploited in untold ways (one would be to take all modifying equipment off while wounded just to heal faster and then put them back on), and there are also rounding issues that may be really hard to get rid of.
Of course, it is obviously true that more ways to heal HHP should be added, but that's another issue.
* Is there no good English noun for describing an abstract ratio between an explicit quantity and an implicit quantity without having to refer to arbitrary units like "per cents"?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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MasterCatfish
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Re: Bandages, Bears, Brigands, and Bullshit
Unless you make it so this subtraction cant cause a player to have less than 1 HHP or SHP. Or am I missing something big here?loftar wrote: the obvious disadvantage that you could potentially knock yourself out or kill yourself just by taking something off [/size]
This problem has been a big one for me, since I love bear hoods. The result is about a dozen q 110+ leeches. I only wish there were some way I could sick them onto other players.
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loftar
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Re: Bandages, Bears, Brigands, and Bullshit
Yeah, you seem to be missing the fact that you could, then, use modifying equipment to insta-heal as many HPs as they give by just taking them off and back on again.MasterCatfish wrote:Unless you make it so this subtraction cant cause a player to have less than 1 HHP or SHP. Or am I missing something big here?loftar wrote: the obvious disadvantage that you could potentially knock yourself out or kill yourself just by taking something off [/size]
You can. Just knock the player out, choose "Steal" and stick them on him. :)MasterCatfish wrote:I only wish there were some way I could sick them onto other players.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Sever
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Re: Bandages, Bears, Brigands, and Bullshit
Proportion, I think.loftar wrote:* Is there no good English noun for describing an abstract ratio between an explicit quantity and an implicit quantity without having to refer to arbitrary units like "per cents"?
Come back two hours earlier.
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theTrav
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Re: Bandages, Bears, Brigands, and Bullshit
I think he just means a check that stops you from dropping health below 1 when reducing str/con, you still reduce hp in other circumstances.loftar wrote:Yeah, you seem to be missing the fact that you could, then, use modifying equipment to insta-heal as many HPs as they give by just taking them off and back on again.MasterCatfish wrote:Unless you make it so this subtraction cant cause a player to have less than 1 HHP or SHP. Or am I missing something big here?loftar wrote: the obvious disadvantage that you could potentially knock yourself out or kill yourself just by taking something off [/size]
I thought healing was already based on a proportion of your total health rather than a fixed amount... That's certainly the way bandages work?
Personally I don't see this being a major issue either way, you're talking a max of 50 hp here not hundreds
