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Author Topic: Pip-Boy Medical System  (Read 4052 times)

Pip-Boy Medical System
« on: February 05, 2010, 04:36:03 pm »

Pip-Boy Medical System (PMS)

The RobCo's final solution for surviving the wastelands!!!

the PMS is a pip boy 2000 medical software, it will help you for surviving outside the vaults doors.

the pip-boy comes with compartments to hold some medicines like stimpaks, you have to load medicines in your pip boy, and then you can use when you want with a simple command (no AP required).

information: it can hold a max of 4 stimpaks and 2 antidotes.
mode of use: by pressing a key (may be "s" for stimpak and "a" for antidote) the medicament is automatically injected in your organism (0 2 AP for using)
automatic life safe option: the PMS can be configured to automatically apply a stimpak dose when your hp are in red condition.
Warning: the PMS doesn’t apply a dose if you are in coma (hp < 1).

but... why the chosen one or the vault dweller haven’t this function in its pipboy?
Because that pip-boy was broken (remember the missing button?)


additional notes:
-the charges will remain after respawning. (don’t lose it when you die)
-charging and configure options will be made through the pip boy.
-charging a med will consume 3 AP.

Upgrades:

Combat PMS
its an upgrade for the PMS, but was developed for elite soldiers.
its like the PMS but it have regeneration properties (decrease the HR time by 1 minute) and it can hold a super stimpak.
the super stipacks can be applied automatically (if was configured with an option) if the player was in coma (hp <1)

Brotherhood or the enclave will have some, but it will cost.

Environmental PMS:
increases your poison and rad resistances
can hold 2 more antidotes, and 2 radaway.

Chem PMS:
its an unofficial upgrade for the PMS, developed by the drug mafia.
increase your chance to resist become addicted and can hold a dose of jet/psycho with an increased duration (may be from raiders or mordino factions).

Notes: a player may only choose one upgrade.

About poison, radiation and healing rate
now you will have a chance to survive and protect from poison... but wait, poison is not much dangerous right now...

my other suggestion is to improve the poison effect (more damage per poison level, and  more often)
And make poisoned weapons for Players (poisoned spear, poisoned needler ammunition, poison gas grenade, poisonous ripper...)

radiation:
Like i suggest in another post it would be nice that when respawn only remove a % of the current radiation lvl (like 30%-25%).

what’s about HR? its pretty useless recover a max of 10 (16 with faster healing trait and the 2 perks) hp for each 5 minutes.
if poison and radiation are upgraded the faster healing trait will be a pain in the ass, so maybe it would replace the +2 to HR,  
for reducing the HR time by 1.5 minutes (90 seconds).
and make faster healing perk to add 3 or 4 to HR instead of 2.

About First Aid and Doctor

now you will have another way to heal yourself, so my last suggestion is:
-using doctor in yourself will reduce the chance to heal a broken limb to half. (it will be complicated to fix your own arm or eye)
-using first aid in yourself will heal half amount of HP. (same as above)
-and.. doctor and FA will have a lower cooldown time (like 40% less)

Conclusions:
-the PMS will help to make combats a bit longer (1 or 2 shoots more)
-will improve the demand and use of stimpaks.
-will allow people to heal themselves faster in combat without FA.
-will allow players to save some drugs/meds when die.
-healing rate will be another option for self-healing without FA (you could make a wolverine-like character. faster healing trait+Combat PMS= recover HP each 2.5 minutes)
-rad and poison resistance will make more sense and will be more important
-poison will be a preoccupation (if the char have a lower poison resistance), but players will have a chance to stop it.
-antidotes will become more popular and will have more demand.
-and for last, it will be more real doctors and field medics taking care about his friends or other players, instead of people healing themselves.
« Last Edit: February 05, 2010, 06:07:04 pm by RavenWolf »
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"Is it possible for man to conquer his own Karma!? Unless we can find a way to defeat the cycles of time, there is no future for mankind!"
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Alvarez

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Re: Pip-Boy Medical System
« Reply #1 on: February 05, 2010, 04:52:29 pm »

This idea is SO good, i'd PAY to see this implemented.
The name is already a jackpot. Can't be more perfect. ;D
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Re: Pip-Boy Medical System
« Reply #2 on: February 05, 2010, 05:03:46 pm »

Quote
but... why the chosen one or the vault dweller haven’t this function in its pipboy?
Because that pip-boy was broken (remember the missing button?)

Reeeally?
I have said it many times, and I'll say it again: We are not vault dwellers or chosen ones, we don't have pip-boys.
Other than that, the idea of automatic healing at no cost is just preposterous on its own. Sorry.
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Re: Pip-Boy Medical System
« Reply #3 on: February 05, 2010, 05:14:11 pm »

sorry for offtop

Post Menstrual Syndrome))) lol

sorry
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Re: Pip-Boy Medical System
« Reply #4 on: February 05, 2010, 05:41:55 pm »

An interface button for stimpak use would be great, just so long as it costed AP.
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Re: Pip-Boy Medical System
« Reply #5 on: February 05, 2010, 05:45:17 pm »

You've got a giant interface button, it's called an item slot.
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Reconite

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Re: Pip-Boy Medical System
« Reply #6 on: February 05, 2010, 05:51:17 pm »

The missing button is for clues.
* Reconite taunts with a scooby snack.
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Re: Pip-Boy Medical System
« Reply #7 on: February 05, 2010, 05:55:29 pm »

But the item slot is so slow to use in combat that nobody really bothers with stimpaks. People use FA mid fight because it's just one keystroke and a click and then they can keep fighting and they still have their weapon out. It's faster to perform first aid than jab a needle into your arm. Which is ridiculous.
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Re: Pip-Boy Medical System
« Reply #8 on: February 05, 2010, 06:07:42 pm »

Edited firs post: added a AP cost for using meds.

Quote
We are not vault dwellers or chosen ones, we don't have pip-boys.
all chars have one, and chars have not background, but it have a vault suit, so i guess we all are vault dwellers.
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"Is it possible for man to conquer his own Karma!? Unless we can find a way to defeat the cycles of time, there is no future for mankind!"
-Desty Nova.
Re: Pip-Boy Medical System
« Reply #9 on: February 05, 2010, 06:51:26 pm »

Then just ask for an item slot hotkey.

all chars have one, and chars have not background, but it have a vault suit, so i guess we all are vault dwellers.

Wow, this is such a deja vu.
We don't have pip-boys, it's just fancy interface graphics. We don't have vault suits, we use vault suit animations, because they are the only complete set.
You're right, chars don't have predefined background, that's why we can't assume they are vault dwellers. Because vault dwellers live in vaults and in the wasteland, there are just wastelanders. How many vault dwellers could you meet in F1/F2, other than Vault City citizens and your own co-dwellers? None. Only a few people who mentioned they once lived in a vault. Did anyone have a pip-boy in Shady Sands? No, despite they were people from V15. Even in times of F1 a vault dweller was something rare. Killian would laugh at you when you would tell him you were from a vault. Most of the vaults had opened long before F1 started. That's over hundred years ago from FOnline/F2 time. Saying that we all have pip-boys is like saying that nowadays everyone has a XIX century typewriter in their home, because our grand-grand parents did have them.
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Re: Pip-Boy Medical System
« Reply #10 on: February 05, 2010, 09:49:51 pm »

Fine, we don't know what devs are planning for the chars backgrounds.
but anyway. this suggestion is about made stimpaks a way to heal yourself in combat. in F1 and F2 the best way for healing was the stimpaks, and FA was an alternate way for healing out of combat.
in this game it just the opposite,  players may use stimpak after a combat or after respawn, and FA in middle combat. using a stimpak in RT is almost a suicide.

A system like this can be changed to fit in any background story. so if you don’t like the pip-boy, think of this as an implant or some other device

Quote
The RobCo PIPBoy 2000 (hereafter called the PIPBoy), is a handy device that you wear on your wrist. It’s small, especially by today’s standards and it will store a goodly amount of information for you.
that was for the manual chapter "RobCo PIPBoy & FIXBoy"
also we have the fixboy

Quote
Then just ask for an item slot hotkey.
but is not that simple, you have to change the slot first, and also implies that you cant have another weapon/item in hand. and people will  still use FA instead of stimpacks because with FA you don't lose anithing when dead.
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"Is it possible for man to conquer his own Karma!? Unless we can find a way to defeat the cycles of time, there is no future for mankind!"
-Desty Nova.

gordulan

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Re: Pip-Boy Medical System
« Reply #11 on: February 05, 2010, 09:57:28 pm »

that and stimpacks are so damn expensive (500-750caps a shot) :-\
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Re: Pip-Boy Medical System
« Reply #12 on: February 06, 2010, 08:36:42 am »

I think need more ,better fix boy,but this idea is great!
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gordulan

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Re: Pip-Boy Medical System
« Reply #13 on: February 06, 2010, 09:49:33 am »

hmm, fixboy upgrades would be cool

Carry a workbench on your utility belt today!  ;)
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