Bandages
Moderator: Gamemasters
Bandages
Three different items -
Simple Bandage, Bandage, Healing Bandage
All three are made by tailors and have no quality modifier (.: can be stacked).
When one of them is used, the user gains an lstate which gives him a faster healing rate for a short period of time. I'm thinking - 125%, 150% 250% as percentages.
There's no 'skill' to use it and nothing overly complicated as that. Would make tailors very wanted for fighters.
Discuss.
Simple Bandage, Bandage, Healing Bandage
All three are made by tailors and have no quality modifier (.: can be stacked).
When one of them is used, the user gains an lstate which gives him a faster healing rate for a short period of time. I'm thinking - 125%, 150% 250% as percentages.
There's no 'skill' to use it and nothing overly complicated as that. Would make tailors very wanted for fighters.
Discuss.
http://illarion.org/community/forums/vi ... 38&start=0
Just to remember
The Topic starts german first but changed into english by Nitram and Juliana D'cheyne.
Just to remember
The Topic starts german first but changed into english by Nitram and Juliana D'cheyne.
- Achae Eanstray
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Wonderful!
1. doesn't take away yet adds to chars (unlike the critical hit proposal)
2. increases the need for an about dead profession
3. having seen this in other games it is nice to have. I would suggest a relatively low tailoring skill needed to make (simple bandage) yet it be slightly time consuming i.e. can make on their own yet may prefer to ask a tailor, higher skill for healing bandage.
4. hopefully light weight so can be carried easily.
1. doesn't take away yet adds to chars (unlike the critical hit proposal)
2. increases the need for an about dead profession
3. having seen this in other games it is nice to have. I would suggest a relatively low tailoring skill needed to make (simple bandage) yet it be slightly time consuming i.e. can make on their own yet may prefer to ask a tailor, higher skill for healing bandage.
4. hopefully light weight so can be carried easily.
- Estralis Seborian
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This needs a) graphics b) scripts. Do it and we have bandages.
And think carefully about how these bandages should work. Boosting your regeneration might be an option, but somehow, I dislike it.
-"Hey Matt let's pwn that lich."
-"Yeah. Wait a moment, I have to apply some bandages on my wounds first."
-"But you are not wounded!"
-"Not yet..."
I would use bandages during or before a fight, not after, if they affect regeneration. Bleeding was once (see other topic) suggested, but whatever you make up, make sure it does not become an annoyance without any real gain for gameplay.
And think carefully about how these bandages should work. Boosting your regeneration might be an option, but somehow, I dislike it.
-"Hey Matt let's pwn that lich."
-"Yeah. Wait a moment, I have to apply some bandages on my wounds first."
-"But you are not wounded!"
-"Not yet..."
I would use bandages during or before a fight, not after, if they affect regeneration. Bleeding was once (see other topic) suggested, but whatever you make up, make sure it does not become an annoyance without any real gain for gameplay.
- Achae Eanstray
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- Location: A field of dandelions
- Contact:
Can it be scripted so bandages can only be used after a fight?Estralis Seborian wrote:This needs a) graphics b) scripts. Do it and we have bandages.
And think carefully about how these bandages should work. Boosting your regeneration might be an option, but somehow, I dislike it.
-"Hey Matt let's pwn that lich."
-"Yeah. Wait a moment, I have to apply some bandages on my wounds first."
-"But you are not wounded!"
-"Not yet..."
I would use bandages during or before a fight, not after, if they affect regeneration. Bleeding was once (see other topic) suggested, but whatever you make up, make sure it does not become an annoyance without any real gain for gameplay.
No. It could be like eating, you cannot eat when you attack an enemy (the red circle around him). But if you stop it and run away so you dont get hit you have time and ability to bandage yourself.Achae Eanstray wrote:Can it be scripted so bandages can only be used after a fight?Estralis Seborian wrote:This needs a) graphics b) scripts. Do it and we have bandages.
And think carefully about how these bandages should work. Boosting your regeneration might be an option, but somehow, I dislike it.
-"Hey Matt let's pwn that lich."
-"Yeah. Wait a moment, I have to apply some bandages on my wounds first."
-"But you are not wounded!"
-"Not yet..."
I would use bandages during or before a fight, not after, if they affect regeneration. Bleeding was once (see other topic) suggested, but whatever you make up, make sure it does not become an annoyance without any real gain for gameplay.
Yeah, i was too late
Great idea. But let's make it 50% to be evilHadrian_Abela wrote:Its simple enough to check whether a player is injured before the script triggers.
Say if you're not below 75% of health , you get an error message instead "You apply the bandage around your uninjured self, you feel very stupid"
- Alexander Knight
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- Tanistian_Kanea
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Might be worth designing these bandages so that the regeneration doesn't remain active if a person decides to get into a fight while using them. Also they shouldn't be useable if one is already fighting.
So the regeneration rate should stop if player is targeting another player or npc or is targeted. (though i imagine someone could 'target' you without attacking you which would disable your bandages, a way to tell that apart would be nice).In one on one or even multiplied combat a faster Regen rate would work as an excellent buffer to oppose damage. It probably wouldn't save a person in every situation but it would definitely make a difference in plenty of battles.
otherwise it sounds like a fine idea
So the regeneration rate should stop if player is targeting another player or npc or is targeted. (though i imagine someone could 'target' you without attacking you which would disable your bandages, a way to tell that apart would be nice).In one on one or even multiplied combat a faster Regen rate would work as an excellent buffer to oppose damage. It probably wouldn't save a person in every situation but it would definitely make a difference in plenty of battles.
otherwise it sounds like a fine idea
Last edited by Athian on Sun Nov 29, 2009 7:26 pm, edited 1 time in total.
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Well, crafting is often separated in different parts. "#me starts to work", "You continue the work", "You continue the work", You finish the work". Maybe one could have the bandages to be something like that, but if one comes under attack during the bandaging the process is stopped and you have to start all over. That would make it impossible to apply them during a fight.
- Estralis Seborian
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Some further recommendations:
-Using of bandage possible if user.attackmode==false and target.attackmode==false
-Using is a LTE/OOP-thingy itself, like casting a spell, no disturbance allowed
-No "use with" command, a simple "use" command has to do the job. 1st priority: Heal the character in front of the user. If not possible, heal user. If not possible, return false
-Using of bandage possible if user.attackmode==false and target.attackmode==false
-Using is a LTE/OOP-thingy itself, like casting a spell, no disturbance allowed
-No "use with" command, a simple "use" command has to do the job. 1st priority: Heal the character in front of the user. If not possible, heal user. If not possible, return false
- Kranek
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Perhaps one should need to have water to wash the cloth when making the bandages (if they are to be made of cloth then), that seem to be logical in my eyes, and it would give some of this time-wasting you want. Maybe one need some herbs to make the healing bandages, and maybe to make the normal bandages as well.
what about somethign where as you cant move (or fight) while the bandage is beign applied, and it drains 'action points' for both user, and the one used on, then, once its been applied it takes affect gradually similar to a healing potion but with a obviously lower effect based uponthe type of bandage, slowly ading hp til it reachs the amount it caps at
@ Dahinar - A good tip is - the simpler a suggestion is, the more chance it'll get in. Adding herbs, water, magical liquids or stuff will just make it harder to script, harder to balance, and less likely to be used.
@ Olive - The 'gradual increase in health' given by potions will be 'emulated' by the increase in regeneration speed. So its going to work rather similar to a potion, except its slower and works over a longer period of time - so its not very good for emergancies, but ok if you don't want to wait for health to regenerate for the next batch of monsters. Draining AP for the target will be slightly harder to balance (and open to a lot of abuse ) , so I think it should stay out.
Abuse idea #1 - "Quick, bandage him while the guy gets a rope"
@ Olive - The 'gradual increase in health' given by potions will be 'emulated' by the increase in regeneration speed. So its going to work rather similar to a potion, except its slower and works over a longer period of time - so its not very good for emergancies, but ok if you don't want to wait for health to regenerate for the next batch of monsters. Draining AP for the target will be slightly harder to balance (and open to a lot of abuse ) , so I think it should stay out.
Abuse idea #1 - "Quick, bandage him while the guy gets a rope"
- PurpleMonkeys
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*Your bloodied bandage itches and might need replacement.*
stackability!
bandages -> healing bandages, ((afford alchemy?));
nice for tailors, nice for brewers?,
add some time penalties on re-usability, combat-state and beeing-attacked-state,
add maybe some alchemy/or attrib checks,
and it is going to be a fine addition.
@furry thing; "request affects efford?".
bandages -> healing bandages, ((afford alchemy?));
nice for tailors, nice for brewers?,
add some time penalties on re-usability, combat-state and beeing-attacked-state,
add maybe some alchemy/or attrib checks,
and it is going to be a fine addition.
@furry thing; "request affects efford?".