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Author Topic: medical care  (Read 1283 times)

Stromko

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Re: medical care
« Reply #15 on: August 20, 2006, 09:59:00 am »

Good ideas, though some other stuff occurs to me.

Keep the Health Care skill(too many skills as it is!), but maybe make it not universally selected as a default job preference however(more easily allow for specialists if you choose). Add a hospital 'workshop' that reduces or halts the morale-harming effects of wounds whilst allowing the patient to rest and recuperate.

Possibly require certain components for certain wounds. Broken bones = leather + wood to make splint in craftdwarf shop. Cuts, amputations = alcohol for sedative and to rinse bacteria from wounds(lye is poisonous so not sure about using that), also bandages(a useful purpose for the clothesworker!) to stem the bleeding and keep it clean. Amputation long term = prosthetic hook hands, peg legs from metalsmith or carpenter + visit to the doctor = able to use the lost limb again(at least abstractly, in reality they'd probably need to screw on pick-holding or shield-holding attachments. Could move slower with peg leg). Eyepatches would give new purpose to cloth and leather workshops, while putting a damper on the skills of marksdwarves.

Or, keep the new components and functions but ditch the new 'health workshop'. Instead of just having automatic 'bring water', 'bring food' requests, we'd have 'bring bandage', 'bring alcohol'(for additional morale boost), 'bring splint' jobs automatically being generated as needed. With the ability to get out of bed with the aid of a splint or crutch, the dwarf would be able to tantrum and keep their anger in check better even if you keep the current frenzy-happy algorithms.    :) (Hey, it keeps things interesting, just wish it weren't such a foregone conclusion)

Hehe, the idea of dwarves with peg legs and hook hands just tickles me somehow. Especially if the new limbs were treated the same as 'undead limbs'. That is, they can get damaged or even torn off, but with no apparent mortality effect, bleeding, or pain and better armor/durability depending on the materials used. Frankly I can see myself getting a lot more attached to a character who's been to hell and back.   :) Eventually(in a year or two) being able to drag my wounded adventurer into a settlement to get patched up would be pretty cool especially if he gets a peg-leg out of the bargain.

This would be the first ROGUE-like that I know of to let you play a two-peglegged, two-hookhanded, one-eye'd dwarven wrestler in full platemail. BADASS.

[ August 20, 2006: Message edited by: Stromko ]

[ August 20, 2006: Message edited by: Stromko ]

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Zonk

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Re: medical care
« Reply #16 on: August 20, 2006, 10:18:00 am »

Imagine a RoboDwarf Sheriff - Half Dwarf, Half Steel, All Badass! Eheheh.
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Stromko

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Re: medical care
« Reply #17 on: August 20, 2006, 10:24:00 am »

Hell yes.   :) If they could just manage to consistently sleep it off, it wouldn't be such a big issue.

Though some cauterization options would be cool. I'll never forget my brave hammerdwarf who, despite being a recent immigrant, rushed to the defense of farmers during a brutal lizardman attack. Arriving first, he put up an excellent fight, and only his hand was wounded(dark grey if I recall).. but, he kept losing consciousness, and was =so= thirsty but couldn't get himself to the well.

That's when I noticed his severed hand back at the site of the fight. The image of the noble hammerdwarf walking around spurting blood from the stump (that effect was missing sadly) and losing consciousness over and over again. Too delerious with blood loss to navigate to the well properly, though not too much to throw a few tantrums, he eventually expired from thirst. So sad.

[ August 20, 2006: Message edited by: Stromko ]

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gimlet

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Re: medical care
« Reply #18 on: August 20, 2006, 10:29:00 am »

Dwarven Doctor at work:

"Hmmm, my diagnosis is that you are a bit low on iron"
*inserts iron shortsword through the groin*

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Captain_Action

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Re: medical care
« Reply #19 on: August 20, 2006, 11:53:00 am »

If you want to go way out there. You could have the mechanics workshop build prosthetic limbs. High quailty prosthetic limbs could fuction like the "Automail" from the anime series Full Metal Alchemist.

Hmmm, Maybe this could be a start of golemcrafting?

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Areyar

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Re: medical care
« Reply #20 on: March 15, 2008, 07:45:00 am »

Do dwarfs with heathcare actually carry unconcious dwarfs to a bed?
I had one of my favorite legendary miners die of thirst deep in a corner of the mine where he managed to crawl off to before passing out for several months (to die probably).
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BurnedToast

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Re: medical care
« Reply #21 on: March 16, 2008, 01:27:00 am »

This thread is almost 2 years old and applies to an older version, boo thread necromancy! If a thread is more then a few weeks old just make a new one!

As for your question - yes, dwarves will carry injured dwarves to a bed. Either the injured dwarf needs to own a bed, or you have to have an unowned bed available. If that's not the problem I don't know why he didn't get put to bed I've never had trouble with it.

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frostedfire

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Re: medical care
« Reply #22 on: March 16, 2008, 05:50:00 am »

I had a similar incident recently.  One of my lumberjacks (who had most of the cats, and was going to operate the dwarven sewing machine to dispatch them, went for some food.  Since the cat's there still, I order the lever pulled + repeat.  Just then my Lumberjack moseys his way back down into the pit....  I saved him, but only barely.  His cat took most of the blows  :D
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the spinning bb round hits jack johnson, scumbag in the lower body!
it is pierced through entirely!
his right kidney has been poked out!
his liver has been mangled!

jack johnson, raider has been shot and killed.

The above (including bbcode) neatly weighs in at 255 characters. Fallout meets DF
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