Summary
Vanilla like medical rebalance, using the existing medical items. Reduces cases of instant death, and allows teams to revive each other, with roughly 2 minute down timers.
Description
Need to know: Players fall unconscious at moderate blood loss. When a player goes down, stop the bleeding, and then give them a saline if necessary.
- Players will slowly regen blood if no saline is on hand, keep them safe while they recover.
- Morphine will speed up the waking process.
- Morphine effects nerfed, carry a medkit.
- Saline and medkits made heavier, to make dedicated medics more important.
Changelog as follows:
- Blood unconscious level raised from 33% to 80% - Blood loss will very quickly put you in an unconscious state, and make it so you require teammates to help you
- Global Bleeding reduced by 15% - Give more time for teammates to help
- Added a bleed cap of 2% per second - In testing it was possible to have players losing like 10% blood a second, giving you 10 seconds to help them. Ive changed this so a player has atleast 50 seconds to be helped before bleeding out. Number subject to change, feedback required.
- Decreased passive blood regeneration by 50% - Players passively regenerate blood slower. Important to have some blood regeneration, as otherwise no saline bag = death sentance.
- Checking injuries on a player will show you their blood level. Players fall unconscious at moderate blood loss.
- Lowered bleed threshold on chest from 65 damage to 40 damage - Hits to the chest are more likely to start a bleed.
- Lowered bleed threshold on abdomen from 40 damage to 30 damage - Hits to the abdomen are more likely to start a bleed.
- Lowered bleed threshold on thighs from 52 damage to 28 damage - Hits to the thigh are more likely to start a bleed, you got some big veins in there dog.
- Resilience regeneration lowered by 25% - Player will wake up slower after taking large hits
- Knockout threshold changed from 72 damage to 60 damage. - It is easier to be knocked out from damage.
- Lowered resilience recovery regeneration from 5/s to 3.75/s - Waking up from big hits will take longer
- Increased Resilience "floor" - big hits like 150 damage will take even longer to recover from
- Increased Max HP to 200. - Balanced by more punishing unconscious states, in testing, players still feel very squishy and quick to die. Grenades still one shot. Large caliber weapons still extremely lethal.
Item Changes
- Tourniquets reduce bleeding by 95% - Same number as vanilla
- Doubled Morphine duration to 50 seconds, total healing set to 12.5hp - Makes spamming morphine less viable
- Increased total blood restored from saline bag from 30% to 50%. Slightly increased duration from 90 to 120 seconds - It shouldnt take more than two saline bags to wake someone back up.
- Increased Saline bag weight from 0.5kg to 1.5kg - To make carrying a bunch a bit more painful, and incentivise dedicated medics. Just pretend the extra weight is the protective package for the fragile saline.
- Increased Medkit weight from1kg to 7.5kg - To make carry the medkit more painful, and incentivise dedicated medics.
- Medkits heal injuries without using supplies. Slower healing when away from ambulance - Same as vanilla. Willing to change. Let me know if you have any ideas on how to make ambulances useful.
License
Arma Public License (APL)