Injury system

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Zybon
Posts: 201
Joined: 2007-07-01 07:37

Injury system

Post by Zybon »

Occasionally I get annoyed at the current system of exceeding a certain injury threshold, after which you slowly bleed to death, so I got to thinking of a different system that would still be realistic.

Would it be possible to make your bleeding depend on how much you move after you get shot? For example: if you get shot once and then walked away, you would slowly bleed until you crouch/go prone/stand still, at which point the bleeding would eventually stop. If you RAN away you would bleed faster. You could still use field dressing to increase your hp after being injured (or maybe to stop the bleeding faster,) and it may be worth changing the bleeding intensity/duration depending on how low you are.
Bogey
Posts: 11
Joined: 2007-06-12 22:50

Post by Bogey »

yeah i agree, its annoying when your walking down a hill and your going to fast so u get injured and you eventually bleed to death
robbo
Posts: 1159
Joined: 2006-10-25 15:14

Post by robbo »

Yeah i like this idea also the Field Dressing should totally eliminate bleeding.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Very hardcoded looking suggestion.
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eddie
Posts: 5495
Joined: 2005-05-09 20:42

Post by eddie »

Lol, damn it, Vikingo beat me!

I know nothing of coding so don't take my word for this but I think it'll be hardcoded....
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Zybon
Posts: 201
Joined: 2007-07-01 07:37

Post by Zybon »

I wasn't sure either. Wouldn't it be possible to make it work off of the stamina bar? Or maybe make an internal bar that just decreases with normal walking?
Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

Huh? I was under the impression a such system was already in place.
I disapprove of what you say, but I will defend to the death your right to say it. ~Voltaire

If you are a serious PR gamer do not put up with the chaotic public server gameplay! There are much betteroptionsavailable. Also, be sure to avoid making these common basic mistakes.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

It aint, its all math - this much HP=alive, this much HP=bleed, this much HP=dead...
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Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

Aww, well that is a shame. In that case this suggestion is excellent albeit probably not possible. :(
I disapprove of what you say, but I will defend to the death your right to say it. ~Voltaire

If you are a serious PR gamer do not put up with the chaotic public server gameplay! There are much betteroptionsavailable. Also, be sure to avoid making these common basic mistakes.
Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

I suppose the difference in pain sound volume in the different stances is there to trick us into thinking the stances make a difference? The volume when standing up always scares me into crawling instead. Well, that is very misleading!
I disapprove of what you say, but I will defend to the death your right to say it. ~Voltaire

If you are a serious PR gamer do not put up with the chaotic public server gameplay! There are much betteroptionsavailable. Also, be sure to avoid making these common basic mistakes.
{GD}Snake13
Posts: 142
Joined: 2005-09-09 13:52

Post by {GD}Snake13 »

hmm, I wonder if it would be possible to add a bleed modifier based on ones movement?
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Zybon
Posts: 201
Joined: 2007-07-01 07:37

Post by Zybon »

Anyone have a definitive answer on if this is possible? Maybe something like reducing your current stamina (used for sprinting) when you're hit and then have the bleeding stop once you reach 100% stamina?
Last edited by Zybon on 2007-07-24 23:30, edited 1 time in total.
GR34
Posts: 471
Joined: 2007-04-07 03:08

Post by GR34 »

I hate jumping off a 3 foot high hill or w/e and then bleeding to death is really well gay!
In game name Joshey
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