- DO NOT FUCK WITH CRIT
- MAKE MEDICAL MORE !!FUN!! WITHOUT BEING A DIRECTIONLESS MESS
- DO NOT GO THE DIRECTION OF THE AWFUL 'INJURIES' SYSTEM OF BAYMED
- MAKE LIMB-BASED COMBAT MORE FUN
- MAKE CHEMISTRY LESS OF AN OVERPOWERED BULLSHIT 'LOL HEAL EVERYTHING WITH SPACE MEDICINE' SYSTEM
- Brute is now only caused by blunt injuries like punching/blunt weapons, blast concussions, and generally being thrown about the place.
- At a certain threshold, enough brute damage on a limb leads to a Broken Limb, which can be a broken ribcage, arm, leg, or skull.
- Enough brute might (?) lead to internal bleeding which can affect your overall blood %, my goal here would be to keep this simple and not have any real effects besides losing blood without it spraying all over the place.
- Brute is still easily healable with chemicals, and it heals naturally over time (maybe 1 brute per tick) making it the weakest damage type for deadly combat but good in a pinch if you can break someone's bones with something heavy or their skull with a toolbox.
- Breaking a limb renders it unusable (as if it was amputated) but it can be repaired by putting the limb in a cast for a certain period of time or fixing it with bone gel through surgery.
- Breaking your ribcage causes oxygen damage and makes it hard to breathe.
- Breaking your skull knocks you out for a while and causes you to bleed until it is fixed.
PIERCE/CUT/BLEED:
- This damage is a new damage type caused by sharp objects, and embedded objects. Basically anything that breaks your skin and causes bleeding.
- This is fixed by bandages, surgical staples (heals a fuckload of bleed damage all at once, but is a longer procedure), and chemistry cannot heal this type of damage at all.
- Chemistry can temporarily stop bleeding with salts and stuff, but ultimately the actual bleed damage needs to be addressed by fixing the damage with bandages.
- Obviously the more damage you have of this type, the more you bleed.
- Very easily temporarily fixable, but bandages wear off if there's enough bleeding damage on a limb requiring more permanent solutions like staples or synthflesh.
- This damage heals over time ONLY if you aren't currently bleeding from the limb in question. The best way of healing this damage is mending the wounds rather than sealing them with bandages, obviously.
Every other damage type remains the same.

- Mass produced for limb replacements by medical doctors, easy and cheap to make/order more as well
- Provides basic functions of the arm/leg in question
- Cannot be repaired
- Does not bleed
- After a certain threshold of damage, breaks and falls off the limb (oh no!)
ROBOTIC LIMBS:

- Made by robotics
- My limbs are augmented
- Can be repaired (brute damage by using metal rods, sharp/cut damage by repairing with cable coil, burn damage with a welding tool)
- Breaks, rendering it unusuable at its damage cap, but can still be repaired.
- Basically an upgrade to regular human limbs as well as an amazing replacement for lost limbs, but harder to aquire and install. Healing is also trickier because the supplies are construction supplies and healing burn damage requires welding protection.
- Can possibly have mods installed (armblades, anyone?)
- WASD/Arrow keys will not move you when prone still, because it's bad user feedback. Think WASD = legs, mouse clicking = arms/hands.
- You wouldn't be able to crawl if you don't at least have one arm. You could make an argument for crawling using only your legs but for gameplay's sake arms pull you along the floor.
- Huge movement delay for crawling. Leaves a big bloody smear.
- Blood injectors, basically medipens but quickly inject different types of blood instead. Replacement for the shitty IV-drip/blood pack system I ported from bay. Can be fabricated from the blood supply of medical. Drawing blood would use these too but have a delay (so you can't go around vampiring people instantly)
- Improvements to defibs and how they're charged. Removing the cell and charging it sucks. A dedicated recharger for defibs would work better. (Please make the 'gun' recharger less snowflake, add several different types of equipment rechargers with less shitty sprites)
- Add shrapnel particles to grenades for even more fun embedding.
- Make very low caliber bullets (9mm lol!!) have a higher chance for embedding in limbs
- Maybe add different types of bullets of the same caliber (hollowpoint, fmj) that do different things when it comes to penetration like split into multiple pieces of shrapnel in the body.
- DEFINITELY make it so bullets can penetrate objects/people and do damage to those standing behind them (less damage obviously, kinetic energy and all that)
- Imagine how fucking cool it would be for bullets to fly through windows without explicitly breaking the windows and shit
That's all I got, resident 'ideas guy' signing out