Mabuse wrote:but anyway very very very nice.
JonnyFive wrote:The bleeding thing is undergoing some major revisions for the new version. Player health is now doubled, bleeding only occurs down to 20% health, and bandages currently stop bleeding for much longer. I'm thinking of changing it to make bleeding a random chance when you take a hit between, say 20 - 50% health and make a single bandage stop all bleeding until you're hit again (at which point it'll be another random chance). That would seem to work well with the increased player health and some of the weapon tweaks, but I'll put things out for playtesting to get a second opinion.
Project Dark Fox wrote:That is actually far more realistic as well. Here's my thoughts after reading it through, all assuming what you said would be in:
You can start to bleed from a hit from 100%. However, the chance can be lower (say, a bracket from 75-100), but as the D&D player guide says, "A dagger in the eye is a dagger in the eye." The lower the health, the greater chance of a "critical hit".
When using a bandage, the player must stop for about three seconds to apply it. Once done, (as you said) the bleeding stops.
Any Medikit and Stimpack pick-up will automatically bandage the wound at no expense in time.
Because bandages are going to be far more useful now, you should be allowed to bleed out and die.
If a player is not bleeding and is below 20%, they can regain health up to 20% by simply standing still.
Let me know what you think of these little tidbits.
DoomRater wrote:I liked Illbleed's idea on bleeding- bleeding above a certain amount would cause loss of life, but bleeding would slowly stop while the character was staying still.
Captain Proof wrote:You planning on a sequel?
Captain Proof wrote:Plan on making it a PK3 file thats runnable on GZDoom?I haven't played the fix yet but the part I did play on the original release was well executed.
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