About that medic discussion, I have some things to suggest. More about FA, doc and death system than carrying people though.
1)
For now, you die at -20hp, before that a FA can heal you. What about adding a second cap, for example -50 :
- when somebody is between
0 and -20, he is
knocked out, but in a stable status. He won't lose hp naturally , and first aid can heal him. No change over the current system.
- when somebody is bewteen
-20 and -50, he is
dying. His situation will get worse, and he will die and replicate in 60 seconds or less
(real time, same value as now. that is -1hp every 2 seconds), unless he his helped. FA can't help, but Doctor skill can help him, and his hp will go up, but not over 0. He will have a big weakened time
(+15 min). If doc is successful, replicate timeout is cancelled, and his state will be stable again. A failure will finish him
(hp will go to -51). And any hit (even a no damage shot) received in this state would finish him too.
-
under -50, no matter the method
(that can be a shot, a doctor failure, or a slow agony),
the character die and replicate
(or will replicate).
Somebody below -20 hp need to be helped fast. And before he can fight again, he will need lot of medic help. In my suggestion, he need 1 doctor to prevent him from dying. Then either wait natural heal or more surgery and first aid to stand up.
2)
To go with this first part, i think we should have doctor and FA's timeouts to be cumulative
(as gathering is). It would make medics far more useful, and not overpowered. This max timeout should depend on the skills. With 10 doctor, maximum cumulative timeout will be 1, with 100 doctor, it will be 10, and so on.
This way, good medics can heal multiple people a little. But when they try to revive somebody, it will likely use most of their timeout. And if you have low skill, you could only heal very few people, and you will most likely kill somebody if you try to revive him.
3)
One last thing is about weakened status. Now, when you try to heal weakened status, either you succeed and timeout his cancelled, or you fail and no change. Instead of this binary thing, i suggest depending on the roll, you reduce the weakened timeout. And a fail could increase it a little too
(1 minute).
Conclusion)
-doctor can
-- heal or reduce weakened status (
easy, low timeout). On failure, the weakened timeout become a little higher.
-- heal broken limbs
(average). On failure,
<put your suggestions here>.
-- heal dying people
(very hard, gives a big timeout). On failure, target dies.
- FA
-- gives life (FA and weakened timeout depend on amount healed
( as it is now) ).
Main idea is to give more importance to medic character, and give drawbacks to people trying surgery with no skills. You need 10 years of studies before becoming a doctor IRL. Failure in surgery operation means negative effects, so if you don't know how to heal somebody, you better not try.
I am a little off-topic. But your first suggestion and the discussion gave me this idea. If you carry dying people, they will continue to lose hp, maybe faster, so you need to be quick to take them in a safe place.
I like your idea about carrying people, and i think my suggestion can be a good solution for the 0 hp discussion, because if people die too fast, carrying will never be possible. Perhaps some refinements (
changing the hp numbers and timeouts length for example) are needed.
and sorry for my average english, correct me if needed