There's a manual that explains it pretty well, but let me try anyways. Pardon if this looks more like an essay than a quick shoot explanation, but I sure hope this explains the whole thing even further.
Damage (as of this current version) are split into 5 different categories.
- Base health, which is the bar at the bottom of your HUD, represents your endurance and how well you can take pain. The max threshold of which can be affected by the other 4. It regenerates at a steady pace however, so if the max threshold isn't bothered at all, you'll get back from red to green in no time.
- Damage, represents how much of your body is currently wrecked from bulletholes or scratches. This slowly heals overtime, but is monumentally slow. You can make it go faster with proper healing procedures.
- Blood. I'm sure this is obvious enough. If you're out of blood, you've got nothing in your body to circulate. This doesn't get regenerated, and will need medical kits to heal.
- Toxicity. Taken from sniffing gas nades the elites throw or standing too long in those sewage/radioactive areas without protective suits. It'll heal slowly, you can't do anything about it to make it faster.
- Dosage. This one's focused on the Sigil. Use it too much without pausing every now and then, and you're consumed by its powers and die instantly. Same as Toxicity in that you can't really do anything about it aside from waiting until it cools off. This one's also unique in that you can't really tell how much consumed you are, so keep those Sigil use to a minimum. This one's added 'cause I believe the Sigil takes from base HP, and unlike regular Strife, won't need you to consume dozens of medical kits just to use, so it's weirdly balanced that way.
Anyways, the healing!
You got 2 healing items that you can use on the slot 9 key, the first are bandages (starts off with no icon) and then the medical kit (that has the blood icon) that you have to first unwrap by using it through the inventory.
The first is simple enough. If you're bleeding, hold down the fire button to attempt to bandage yourself with whatever you can find, it's similar to Hideous Destructor in that you don't necessarily need a bandage item just to cover up wounds. It is however best kept as last resort because it's really slow if you're taking serious hits, you could end up bleeding to death first before you can fully bandage your wounds. You can tell if you're fully bandaged by the game going "You are looking better". You can hit [Weapon State 1] in that bandage weapon to change modes and instead use a med patch when you start bandaging, you'll see the medpatch icon show up when you swap modes. Med patches are different from regular bandaging in that they're super fast and heal you a bit, but they use up an item. If you're in a bit of a pinch, the medpatch can be used for just its healing by hitting the altfire button with it equipped. You'll use it up and heal a slight bit of damage.
The second is a bit trickier. The medical kit when you unwrap it gives you two items. The first is the all purpose medical stapler, indicated by the blood icon in your HUD, and then a medpatch. Each stapler has about 20 shots inside that can be used for a variety of things. Hitting the Reload key on it will give you an idea of how many shots are inside, along with how many charge is currently coursing through your veins doing repairs. Holding the Reload key instead will give you a diagnostics showing you your Damage, Blood, and Toxicity. Staplers are imperative to use before you get the HUD upgrade 'cause otherwise you won't be able to tell how messed up you are. If the staplers run out of charge, you'll have to drop it with the [Drop Weapon] key before you can unwrap another one, you'll just swap to the stapler weapon otherwise.
The primary fire functions a bit similarly to regular bandaging with the medpatch (faster, takes a limited charge) except for the fact that it requires you to take off your armor. Bare skin being better for staplers than leather or metal, after all. You find medical kits all over the place, so it can be a more economic choice to use the stapler instead of using the medpatch whenever closing off wounds. The alternate fire is where things get interesting.
You have two modes for the alternative fire, selectable with the [Weapon State 1]. You'll see the icons change from blood to a healing kit's icon. The first will help you restore blood while the other will help you make Damage healing go faster at the cost of some endurance (so only do this outside of combat). You can even stack each charge shot once you got a feel for how much Blood/Damage you restore per-altfire-shot, I think it changes as you upgrade your Health in aug merchants. With each shot of the altfire, the charge percentage in the Reload check gets increased, you can use the check in order to tell if a medical kit's done doing its job.
Right, I think that's all about the damage system I can say from playing Lost Frontier for a good while. I'm sorry if I missed a critical step or something.
Regarding maps, there are quite the amount of custom maps that you can run with Lost Frontier. Lost Frontier even gives you the option to start with a Crossbow/Rifle to help with some of the rougher starts of these mappacks.
https://www.doomworld.com/idgames/level ... /kaiser_13https://www.doomworld.com/idgames/levels/strife/sabordhttps://www.doomworld.com/idgames/levels/strife/dai-64khttps://www.doomworld.com/idgames/level ... /kaiser_23https://www.doomworld.com/idgames/levels/strife/awsdamAll else fails, use Flipper or something to mirror the maps and give you a slightly more disorienting experience running through familiar maps.
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