Bandaging and Mending Wounds

Post » Wed Sep 01, 2010 8:51 pm

Sorry for making another one of those damned polls *sigh* so i looked around and i found no topic of these 2 specific things.

Either way i was thinking. in Oblivion you get shot by an arrow and it stays in for a certain amount of time and then just disappears, stuff like that. i was thinking what if it didn't just disappear. so thinking with programmers and scripters favourite function, the "If" function. If (hopefully) there will be wounds in skyrim, someone slashes you with a knife and you get cut, someone stabs you with a sword you have to do something about it, you can't just let yourself bleed to death.

In addition, if you're in a fight vs an edged weapon or certain ferocious monsters you will inevitably get wounded, you will get deep wounds and small wounds, those deeper wounds will really hurt and they will bleed, after a certain amount of blood loss you will start having side effects, like Dizziness and Nausea, and if the wounds are many enough or deep enough, they wont stop bleeding by themselves and you will have to bandage them or you will pass out, and passing out in the middle of certain areas will most certainly get you eaten by wolves or frozen to death. if nobody comes to help you theres a chance you'll survive but not much of it. if you're on a road or by the side of it. i'm sure someone will help you, or at least rob you.

So i was thinking that it would be pretty cool if they added a feature where you can bandage yourself and mend your wounds to stop bleeding, and such things, like say you would need to actually remove arrows from your body they wont just go away, or if you don't think you have the skills or are in the middle of a tough fight you can break the arrow for convenience, since nobody is going to walk around with a couple of arrows in their bodies like it was nothing, they would at least break them so they could move properly.


Then a bonus feature to this, if someone shoots you with an arrow it is now your arrow, you can pull it out and shoot it back at him.

Idea how this could work?

1. Size/Seriousness of wounds and amount of bleeding will be decided by the % of health lost in a single hit from a single attack. if its less than a certain% you will not bleed, or if its by a certain type of weapon/creature you will not bleed. arrows will only cause bleed effects once removed.

2. Wounds could cripple you after receiving a certain amount of damage/wounds to your limbs.

3. Blood Loss would have a % which is visible on screen in some corner once it gets down to 20% (of course not 20% of your total blood but 20% of blood loss until you die). then there will be gradual effects like Dizziness, Nausea, Headaches, Drained Strength, Whatnot until it reaches like 80% then you will be knocked out, and unless you are found within the next 5 hours and saved by someone, you will either die, or survive through luck, depending on how severe your bleeding is and what kind of terrain you collapsed in.

4. If wounds are not bandaged then likeliness of contracting random diseases will increase by a certain % depending on your blood loss % (in the name of simplicity)

5. Limbs can break and need to be healed magically by a healer or your own awesome magical abilities for healing broken limbs. (healing spells which require restoration level of 40 or 50 would heal wounds and stop bleeding but others would just replenish your health)

Etc, etc, etc (fml i lost track)

How do u like this idea.
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Alexandra walker
 
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Post » Wed Sep 01, 2010 11:29 pm

I liked Snake Eater's way of this sort. It should impede your fatigue, not your health, and bleeding shouldn't be one of the available ailments.
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Alkira rose Nankivell
 
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Post » Wed Sep 01, 2010 12:24 pm

No. This isn't Metal Gear Solid.
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Emma-Jane Merrin
 
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Post » Wed Sep 01, 2010 10:01 am

I never played MGS but i always wanted to.
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sally coker
 
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Post » Wed Sep 01, 2010 1:43 pm

I never played MGS but i always wanted to.

Great series. I enjoyed all four iterations, but some game play systems are better suited for different games.
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[ becca ]
 
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Post » Wed Sep 01, 2010 12:34 pm

This is what magic is for, who needs pesky bandages.
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Michelle Serenity Boss
 
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Post » Wed Sep 01, 2010 8:38 pm

This is what magic is for, who needs pesky bandages.

Not everyone wants to play a magical character or, indeed, use any magical abilities. I'm not one of them, but many people are here.
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Noraima Vega
 
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Post » Wed Sep 01, 2010 10:18 am

Not everyone wants to play a magical character or, indeed, use any magical abilities. I'm not one of them, but many people are here.
All characters in the game world have an aptitude for magical ability. Ignoring it doesn't take away the fact the the PC knows magic. Watching someone role playing a character that steadfastly refuses to use magic and bleeds to death because he runs out of bandages would be humorous though, I guess.
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jaideep singh
 
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Post » Wed Sep 01, 2010 12:19 pm

Not everyone wants to play a magical character or, indeed, use any magical abilities. I'm not one of them, but many people are here.

I'm personally too lazy to bother training all those tons of different magic skills. i'd be happy if intelligence/wisdom would be the only things neccesary.
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kat no x
 
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Post » Wed Sep 01, 2010 3:43 pm

I'm personally too lazy to bother training all those tons of different magic skills. i'd be happy if intelligence/wisdom would be the only things neccesary.
Yep, and a "Metal" skill should replace all weapon/armor skills, and possible mining as well. ;)
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~Amy~
 
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Post » Wed Sep 01, 2010 5:55 pm

And then with locational damage and potentially crippled limbs, we could add in a licensed http://en.wikipedia.org/wiki/Operation_(game) minigame to set broken bones and treat internal injuries, and...no. :verymad:
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Eileen Müller
 
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Post » Thu Sep 02, 2010 12:39 am

No thank you. It works well in games like Metal Gear Solid 3 or Call of Cthulhu because you aren't meant to be damaged much in those games anyway. In an RPG it would just be terrible because no matter what you're going to be taking damage all the time.
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Stefanny Cardona
 
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Post » Wed Sep 01, 2010 4:38 pm

When I play my ranger/archer character I don't want to use magic at all, so some sort of bandaging would be nice as an alternative to using a healing spell. The idea has potential, I'd like to see what Bethesda could do with it without detracting from game play too much. This would definitely be an integral part of a so called hardcoe mode if that was ever implemented.
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Matt Bee
 
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Post » Wed Sep 01, 2010 4:16 pm

It wouldn't bother me to have these additions, but they seem rather pointless, especially because of the healing spells and potions. But if you're so stubborn that you won't use them, :tongue: that's up to you. Then, in that case, i guess you could benefit from such a feature. But again, I think it's rather pointless...
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Andrea Pratt
 
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Post » Wed Sep 01, 2010 8:57 pm

This is what magic is for, who needs pesky bandages.


Yeah and really that is the strongest argument against have a first aid component. I dont know how they would implement both without redundancies.
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Yonah
 
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Post » Wed Sep 01, 2010 7:44 pm

No. This isn't Metal Gear Solid.

People should stop with comments like this if they don't plan to put some reasons behind them.
These comments are just... silly.

Anyway.
I think that we will have bleeding, but I also think that healing magic and healing potions are enough and don't need bandages and stuff.
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Amysaurusrex
 
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Post » Wed Sep 01, 2010 10:01 am

It wouldn't bother me to have these additions, but they seem rather pointless, especially because of the healing spells and potions. But if you're so stubborn that you won't use them, :tongue: that's up to you. Then, in that case, i guess you could benefit from such a feature. But again, I think it's rather pointless...


Having options available for role play in an actual role play game aren't pointless, in my opinion. I agree with your sentiment that perhaps the extra option allays itself to be trivial if potions and healing spells are in the game, but trivial additions can add to immersion and many additions can construct a framework that isn't so trivial. Having a framework for users to heal themselves without magic doesn't sound like such a bad idea anyway. Also, it isn't really about being stubborn in any real sense (I would use potions if I had to, but I like the idea of not needing a potion).

This could lend itself well to Alchemy now being in the stealth class. Instead of making a "healing potion", what if your stealth character found some leaves and then mashed them up into a salve for an open wound? Doesn't that sound cool? Knowledge of the foliage and area around you would take on new meaning. Now being a Ranger has the added role play of understanding how to use natural healing methods. Sounds cool to me.
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Jaki Birch
 
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Post » Wed Sep 01, 2010 2:12 pm

I really, really hate all this realism crap. Jesus mother [censored] christ, when are people going to realise that TES is infact a fantasy universe......

Conserning the poll, i answerd a absolute one hundred %, never been so sure of anything in my life, complete undeniable NO. If you can throw fireballs with your hands you damn sure better be able heal a wound.
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Alyna
 
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Post » Wed Sep 01, 2010 1:02 pm

I loved how in far cry 2 you had to wrench bullets out from the entry wound...immersive stuff lol.

I'd love to see those kinds of things in Skyrim (obviously not bullets haha) especially through first person.
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lucile davignon
 
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Post » Wed Sep 01, 2010 12:12 pm

Having options available for role play in an actual role play game aren't pointless, in my opinion. I agree with your sentiment that perhaps the extra option allays itself to be trivial if potions and healing spells are in the game, but trivial additions can add to immersion and many additions can construct a framework that isn't so trivial. Having a framework for users to heal themselves without magic doesn't sound like such a bad idea anyway. Also, it isn't really about being stubborn in any real sense (I would use potions if I had to, but I like the idea of not needing a potion).

This could lend itself well to Alchemy now being in the stealth class. Instead of making a "healing potion", what if your stealth character found some leaves and then mashed them up into a salve for an open wound? Doesn't that sound cool? Knowledge of the foliage and area around you would take on new meaning. Now being a Ranger has the added role play of understanding how to use natural healing methods. Sounds cool to me.


Well, like I said, it wouldn't bother me, because I understand that some people would prefer it. In other words, I'm okay with it. (I was teasing about the 'stubborn' thing...)

But it's more like, in my opinion, it's pointless--in other words, I wouldn't be likely to use it myself if they implemented it in the game. But again, I have no problem with it, and it's not a bad idea. it's just not one that I would use unless I was in a moment of desperation and unable to heal myself any other way.
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Monika Fiolek
 
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Post » Wed Sep 01, 2010 9:08 am

Having options available for role play in an actual role play game aren't pointless, in my opinion. I agree with your sentiment that perhaps the extra option allays itself to be trivial if potions and healing spells are in the game, but trivial additions can add to immersion and many additions can construct a framework that isn't so trivial. Having a framework for users to heal themselves without magic doesn't sound like such a bad idea anyway. Also, it isn't really about being stubborn in any real sense (I would use potions if I had to, but I like the idea of not needing a potion).

This could lend itself well to Alchemy now being in the stealth class. Instead of making a "healing potion", what if your stealth character found some leaves and then mashed them up into a salve for an open wound? Doesn't that sound cool? Knowledge of the foliage and area around you would take on new meaning. Now being a Ranger has the added role play of understanding how to use natural healing methods. Sounds cool to me.

What happens here is that we are playing in a game where magic not only exist, but is pretty common. You can found it everywhere. If you want to roleplay someone not wanting to use magic, you want to roleplaying a mental ill person.
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Adrian Morales
 
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Post » Wed Sep 01, 2010 9:33 am

i like the idea alltough i think that if your unlucky there could be an artery wound or opening that should mean death in a few seconds (15 second-ish)
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Sophie Payne
 
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