PSA / FEEDBACK: Bleeding and stuff

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Cheimon
Joined: Tue May 20, 2014 6:53 pm
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by Cheimon » #85481

Bottom post of the previous page:

Drawing blood does already take some blood, in my experience. Useful as a ghetto blood pack if you're compatible with the other guy.

I agree, chemistry blood sounds pointless. Why would you even want to use the starting packs if you could do that? Better to just use the empty blood packs and have blood drives among the crew.
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bandit
Joined: Thu Apr 17, 2014 7:35 pm
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by bandit » #85517

yeah, that was mainly in response to people bringing up "but there is a limited supply of blood" but either way works

I just think bleeding is a very cool mechanic that pap lazily ported and more could be done
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by Incoming » #85521

Iron in the system boosts blood creation so as far as synthetic blood goes, that's probably far enough.

But yeah bleeding woefully needs a proper person to maintain it and integrate it better with existing systems, a lot of situations where you would expect blood levels to drop aren't covered. Here's a few:

Creating blood stains when struck doesn't make you lose blood on punch, only over time if you start bleeding (note it's perfectly possible to create bloodstain with a strike that doesn't start any bleeding)

Creating blood trails by dragging a damaged person

Vomiting blood as previously pointed out.


Other oddities:

All races that have blood share the same blood type systems

All races without blood actually HAVE blood, but have just been locked out of situations where they could lose it.

Races with exotic blood are only handled in syringes (because I coded it as a little mini system slapped on top of a system I didn't really fully learn [whoops])

Monkeys have untyped blood that everyone can use

It's perfectly possible to dope up on blood transfusions ahead of time to become a juiced up blood hulk that could bleed for hours without effect.

Every tune the game checks life, it looks for conditionals that would make you be bleeding. There's no way to actually modify how quickly someone is losing blood beyond coding it as a conditional in life because the number isn't static, but reset on every tick (this is why bloody surgery is held up)
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MMMiracles
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by MMMiracles » #85524

Im pretty sure blood trails not using up blood is to prevent people from dragging bleeding people around in a yakkity-sax to kill them.
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Cheimon
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by Cheimon » #85542

MMMiracles wrote:Im pretty sure blood trails not using up blood is to prevent people from dragging bleeding people around in a yakkity-sax to kill them.
That was Paprika's logic at the time, yeah.

Maybe blood ought to drain faster from deep wounds. It starts at 30 brute, so maybe at 100 brute it starts to really come out, leaving a pool instead of drips?

Also, yeah, the fact monkeys seem like infinite blood sacks is kind of dumb.

And exotic blood could be more interesting, different colours, have other effects, be non compatible etc. I love what's there currently, though.
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by DemonFiren » #85549

If we port Bay-style coloured blood, then we absolutely need clowns to bleed in rainbow colours.
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RG4
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by RG4 » #85585

DemonFiren wrote:If we port Bay-style coloured blood, then we absolutely need clowns to bleed in rainbow colours.
Ew.
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DemonFiren
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by DemonFiren » #85586

Why, it would make sense!
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RG4
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Re: PSA / FEEDBACK: Bleeding and stuff

Post by RG4 » #85587

DemonFiren wrote:Why, it would make sense!
I was thinking of baymed, rainbow colored clownblood would be funny.
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