Wounds reducing SHP

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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linkfanpc
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Wounds reducing SHP

Post by linkfanpc »

Just a random idea i thought of. Wounds could reduce SHP, along with HHP. The SHP damage would pretty quickly fade, so that the wound is now only taking HHP.

Could maybe implement this, or something similar, when the new combat stuff is happening.

Maybe the SHP damage would be applied once you're KO'ed normally. So, if you're wounds are taking away 20 SHP, then you wouldn't be affected, until you're knocked out, at which point you'll have negative 20 SHP, which means it will take longer for you to get up. If the wound is healed by someone else at all, then all the SHP that the particular wound that was healed was deducting would disappear.

I thought of this when i was randomly looking at the picture for First Aid, which is a man applying medicine to another wounded man under a tree. This could give new combat opportunities, like people heading out onto the field to heal the wounded warriors.

Maybe medicine should give SHP, along with healing wounds, so that if a warrior is knocked out, someone could come by and heal him, allowing him to get up and continue fighting.

Or, the negative SHP could be a whole new type of damage. So even if someone knocked out has 40 SHP from medicine someone used to heal some of his many wounds, they're still knocked out if there's still KHP, Knockout Health Points, present from other wounds.

Idk, just had the thought and thought it sounded unique.
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D0fuz15
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Re: Wounds reducing SHP

Post by D0fuz15 »

Maybe bleeding or poisoned status could work to slowly reduce SHP instead of HHP.
Good idea!
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linkfanpc
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Re: Wounds reducing SHP

Post by linkfanpc »

D0fuz15 wrote:Maybe bleeding or poisoned status could work to slowly reduce SHP instead of HHP.
The point is to increase time while knocked until able to get up, to incentivize having medics on the battlefield, so they can heal the wounded warriors, letting them get up and continue fighting.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.
randomtelelocxyz wrote:want wish to jorb stop loving gayanal porn
Archipenos wrote:Irl if someone kills me, if I want to burn their house down, nothing but fear of the law or reprisal or my own moral compass stops me.
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Luanes
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Re: Wounds reducing SHP

Post by Luanes »

Well, adder bite "works" like that, but it increases the HHP damage. I guess it would be cool some "paralyzing" wound, as it don't reduce the HHP damage but REALLY slow down the SHP regen. Maybe 80% less SHP regen while with the wound?
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synaris
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Re: Wounds reducing SHP

Post by synaris »

hard hit point damage already limits your soft hit points.

i could get on board with some sort of bleeding mechanic or a wound that would get worse if you did too much strenuous activity. it would give me an excuse to fish on my main if i got such a wound.
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jorb
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Re: Wounds reducing SHP

Post by jorb »

Bleeding or otherwise progressive wounds could be fun.
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