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Author Topic: How organ injuries should work...  (Read 4434 times)

Toybasher

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How organ injuries should work...
« on: May 28, 2010, 06:02:23 pm »

I know this was in the DEV list but heres how I think it should be.


Spleen,

The spleen is a blood rich organ and plays a part in the immune system, So spleen damage should cause heavy bleeding when damaged. EXTREME if ruptured and without a spleen infections happen more often

Stomach.

Stomach is used for digesting food, so injuries here can cause vomiting (it already does tho) and making eating hard. (Maybe it takes multible attempts for eating? Vomiting when trying to eat?)

Liver

Ahhhh. the liver, This is used for processing all that booze, and is also a blood rich organ.

Liver wounds can cause vomiting and making booze temporarily a no-no for that dwarf. Also can cause bleeding and skin turning yellow (His skin is yellowish pink)

Pancreas

This makes insulin and processed food, so damage here can cause stamina loss and affect sleeping habits.

Kidneys

This I'm not sure about these, if urine was ever put in (never hapening though haha.)

bloody urine and vomiting, Can cause death if both are damaged severely.

Ears

Ear wounds can cause deafness (adventure mode now has less announcments or you need to be closer to et them or no more announcments at all.)
« Last Edit: June 05, 2010, 06:38:15 pm by Toybasher »
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HAMMERMILL

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Re: How organ injuries should work...
« Reply #1 on: May 28, 2010, 06:14:43 pm »

As a trained medical professional I feel compelled to challenge your ideas.

Spleens rupture very easily... but it can take 3-4 days for the owner of said spleen to show any symptoms let alone die from it.

Same with the liver. Although these organs are engorged with blood, bleeds from these organs are very slow.

Also, although these organs are pretty important to have, their destruction causes death in terms of hours and days, not moments like in a combat situation. At the same time, if any of these organs are messed up enough, its only a matter of time untill the patient is dead considering the time frame DF takes place in.

So your dorfs slow down and vomit untill they die in a few minutes of game time.
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Morrigi

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Re: How organ injuries should work...
« Reply #2 on: May 28, 2010, 06:52:58 pm »

General internal bleeding and trauma from blunt weapons really needs to be put in, it will make them much deadlier, although perhaps not as quickly as blades.
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HAMMERMILL

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Re: How organ injuries should work...
« Reply #3 on: May 28, 2010, 07:01:30 pm »

Really, this new "realistic" combat system is extremely UNrealistic and extremely frustrating when it comes to gameplay.

Individual organ injuries and their special natures are not the problem.
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Toybasher

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Re: How organ injuries should work...
« Reply #4 on: May 28, 2010, 07:05:46 pm »

As a trained medical professional I feel compelled to challenge your ideas.

Spleens rupture very easily... but it can take 3-4 days for the owner of said spleen to show any symptoms let alone die from it.

Same with the liver. Although these organs are engorged with blood, bleeds from these organs are very slow.

Also, although these organs are pretty important to have, their destruction causes death in terms of hours and days, not moments like in a combat situation. At the same time, if any of these organs are messed up enough, its only a matter of time untill the patient is dead considering the time frame DF takes place in.

So your dorfs slow down and vomit untill they die in a few minutes of game time.

Yes, but these "filler" organs need to do somthing then just sit there when injured,

And I know it wont matter in combat and adventure mode or even dorf mode.

I mean a prolonged effeect here, not just immediate, and a ruptured spleen causes bleeding really fast I think, Im no doctor though.
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Morrigi

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Re: How organ injuries should work...
« Reply #5 on: May 28, 2010, 07:08:46 pm »

I use a modded version of Civilization Forge, it's much better. Weapons are a bit more balanced, hammers and maces are slightly more useful, though still inferior to bladed weapons, and tissues and other materials have more realistic values. I also increased pain receptors and bleeding on just about every tissue and tweaked weapons a bit, making Black Knight-esque combat situations a bit less common.
« Last Edit: May 28, 2010, 07:11:59 pm by Morrigi »
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Toybasher

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Re: How organ injuries should work...
« Reply #6 on: May 28, 2010, 07:12:39 pm »

I use a modded version of Civilization Forge, it's much better. Weapons are a bit more balanced, hammers and maces are slightly more useful, though still inferior to bladed weapons, and tissues and other materials have more realistic values. I also increased pain receptors and bleeding on just about every tissue and tweaked weapons a bit, making Black Knight-esque combat situations a bit less common.

"Its just a flesh wound!"
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Morrigi

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Re: How organ injuries should work...
« Reply #7 on: May 28, 2010, 07:17:46 pm »

:P






The way I have it, said "flesh wound" would make the average soldier combat ineffective, as it would IRL.
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HAMMERMILL

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Re: How organ injuries should work...
« Reply #8 on: May 28, 2010, 07:32:29 pm »

Problem with the new combat system is that it relies too much on the physical slicing and dicing of the meat things are made out of.

Bludgeon weapons in the time period were super simply because nomatter how well armored the target was,  the energy from a mace or hammer impact could impart more energy against the soft, squishy man inside of it better then something thin and sharp could.

Hammer and maces are meant for fighting and killing armored enemies. Swords and spears are for unarmored enemies. Axes are for spilitting wood.

Its fuckin dumb that it works in bizzaro world fashion where axes are the superior weapon and maces and warhammers are useless. This does not compute.
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Toybasher

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Re: How organ injuries should work...
« Reply #9 on: May 28, 2010, 08:33:30 pm »

Problem with the new combat system is that it relies too much on the physical slicing and dicing of the meat things are made out of.

Bludgeon weapons in the time period were super simply because nomatter how well armored the target was,  the energy from a mace or hammer impact could impart more energy against the soft, squishy man inside of it better then something thin and sharp could.

Hammer and maces are meant for fighting and killing armored enemies. Swords and spears are for unarmored enemies. Axes are for spilitting wood.

Its fuckin dumb that it works in bizzaro world fashion where axes are the superior weapon and maces and warhammers are useless. This does not compute.

Even worse the only way to kill with a blunt weapon is a brain shot or a lung wound.
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Sunken

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Re: How organ injuries should work...
« Reply #10 on: May 29, 2010, 01:51:31 am »

Problem with the new combat system is that it relies too much on the physical slicing and dicing of the meat things are made out of.

Bludgeon weapons in the time period were super simply because nomatter how well armored the target was,  the energy from a mace or hammer impact could impart more energy against the soft, squishy man inside of it better then something thin and sharp could.

Hammer and maces are meant for fighting and killing armored enemies. Swords and spears are for unarmored enemies. Axes are for spilitting wood.

Its fuckin dumb that it works in bizzaro world fashion where axes are the superior weapon and maces and warhammers are useless. This does not compute.

Battle axes are rather different from wood axes though. They're more like war hammers, using weight and heft to punch through armor. You're right about swords though.
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Sunken

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Re: How organ injuries should work...
« Reply #11 on: May 29, 2010, 02:00:49 am »

It's also bizarre to treat hammers-as-tools and hammers-as-weapons the same. You could hardly imagine anything more dissimilar.

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Vattic

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Re: How organ injuries should work...
« Reply #12 on: May 29, 2010, 05:50:21 am »

It's typical to find war hammers depicted like that in fantasy. I tend to get the impression fantasy artists didn't do their homework as war hammers should be piercing weapons with a sharp tip.

General internal bleeding and trauma from blunt weapons really needs to be put in

Breaking bones through armour and similar really does need to work. Even striking an armoured foe with a sword should break bones and cause other internal damage.
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Rowanas

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Re: How organ injuries should work...
« Reply #13 on: May 29, 2010, 08:29:59 am »

Hmm... while realism is great and all, I'd rather not have every dwarf laid out every time they go into combat and get anything more than a light scratch.
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Pilsu

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Re: How organ injuries should work...
« Reply #14 on: May 29, 2010, 12:32:59 pm »

It'd just mean you'd need some reserves.
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