Suggestion % Chance to be injured instead of dying

Pyromaniac

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Suggestion: Upon reaching 0 (or 1HP) have a percentage chance exist for the following to occur:

Player gains 1-3 seconds of invulnerability (To protect total death for a moment)
Player is immediately placed and locked into an injured animation (or ragdolled for a time before being placed into an injured animation)
Player is set to 5-15HP and 0 Armour.

Other players can interact with the injured player:
- Place the injured player into a movable state (ragdoll)
- Apply certain medical items to let the injured player get back up and move again

After X amount of time, have the injured player be able to get back up on their own again.

After the period of invulnerability, the injured player should be able to get killed again by normal means.

E: Rulewise it will treat your PK/NLR risk as exactly the same as if you were to have died in the original scenario (A rambo facing a PK-risk and someone fighting amongst comrades still facing NLR at worst).

Additionally, equipment such as suits or radios on either side should potentially be considered critically damaged. So perhaps also having an injured player's radios get scrambled/reset to the def frequency.


Why it would be worth adding:
- If one side is losing a battle, they have to consider the potential of leaving people behind or fighting (and sacrificing certain guns down-range) to carry the injured back with them.
- Higher chance for char development as someone might survive an engagement instead of being NLRd
- Encourages retreat for MedRP/MedNLR as there is a chance NLR will take longer.

E: Take into account this also increases the likelihood for cop captures which might lead to interesting RP

Necessary content: Dev work
 
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STUCK IN A CAKE

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I'd much rather see a re-introduction of guidelines depending on your current health, like ww3rp had circa 2015~

Instead of it being scripted percent chance, it's just a text prompt telling you "Hey - you're pretty damn injured, take that into account" when you hit 40% health

then at 10% it's like "You're Critically Wounded bitch! Get a medic!!"


Speaking of which, I would love to see 'medics' actually have a use, because at the moment with current rules - there's no reason to be a field medic, since you cannot properly treat people on the field anyways. And medical NLR is almost as long, if not longer, than regular NLR. I would like to see a rework for sure, and encourage people to fear rp/med rp more. But forcing it through scripting isn't the way to go.
 
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Kafe

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Suggestion: Upon reaching 0 (or 1HP) have a percentage chance exist for the following to occur:

Player gains 1-3 seconds of invulnerability (To protect total death for a moment)
Player is immediately placed and locked into an injured animation (or ragdolled for a time before being placed into an injured animation)
Player is set to 5-15HP and 0 Armour.

Other players can interact with the injured player:
- Place the injured player into a movable state (ragdoll)
- Apply certain medical items to let the injured player get back up and move again

After X amount of time, have the injured player be able to get back up on their own again.

After the period of invulnerability, the injured player should be able to get killed again by normal means.

Why it would be worth adding:
- If one side is losing a battle, they have to consider the potential of leaving people behind or fighting (and sacrificing certain guns down-range) to carry the injured back with them.
- Higher chance for char development as someone might survive an engagement instead of being NLRd
- Encourages retreat for MedRP/MedNLR as there is a chance NLR will take longer.

Necessary content: Dev work
Feels a bit akin to the WW3RP injury setup where there was forced unconscious states on low HP.

Although we should remember that the other result instead of being rescued or dying, is being captured.

Generally in that server I think it made good sense, although I am hesitant here mainly because unlike WW3RP, injury induced capture leads to an eventual PK instead of a period of being a prisoner before being exchanged back.

-

Although saying all that, I would like some amount of injuryRP being required in combat for everyone involved.
 
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that's an incredible suggestion.

if this is feasable, this will definitely transform pvp resulting rp, in ways beyond what we ever imagined.
its free forced rp, that comes from the free pvp someone hopped on, or even if incident happened (non pvp related).

even if it can be modified, for ex. if prop dmg occurs, it results in 100% incapacitated rather than the usual u r ded
so prop kills always force u down

if there was some event that exploded everyone (accident or not), so instead of everyone just get tp back, or nlr
those that die, get nlr
those that remain, go incapacitated and can be rp'd with further

the critical 100% dead of the gmod shitty laggy hitboxes, or shitty health systems of some stuff doing too much dmg to you and you die instantly...
deserves to be replaced or tweaked in a way




most important point
is u not dying and being transported to spawn room immediately

imagine if staff tweak this feature temporarily during events, so no one just dies, but falls
everyone fall? aka drop to 0 hp which usually is ded
the event staff can create rp from there, mission failed successfully

its all about free rp
 

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Shoot the ragdolls. They’re not dead. Shoot them.


so the old low hp knockout mechanic but with a bit more flavor
 
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Pyromaniac

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Feels a bit akin to the WW3RP injury setup where there was forced unconscious states on low HP.

Although we should remember that the other result instead of being rescued or dying, is being captured.

Generally in that server I think it made good sense, although I am hesitant here mainly because unlike WW3RP, injury induced capture leads to an eventual PK instead of a period of being a prisoner before being exchanged back.

-

Although saying all that, I would like some amount of injuryRP being required in combat for everyone involved.
I would understand that this is the equivelant of cops stumbling upon someone and the PK rules that are applied to the situation will depend on the situation where they got injured/died.

Getting injured and captured after going Rambo? PK-risk same as dying
Getting injured and captured after fighting next to your comrades? NLR.

I do understand people might have a preference so perhaps making it an optional thing could have some benefit.


E: I should probably clarify that I have never played during the period where getting hit in the legs knocks you out or have played WW3RP.
 

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I think shooting the legs should make you ragdoll and shooting the arms drop your gun
That’d be pretty funny I think
 
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STUCK IN A CAKE

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It's a hard thing to balance. It'll introduce more risk since you can't reliably assume you'll just get NLR'd (Adding more weight to attacks)
It'll give Medical Cert people (Or rebels who rp being medics) actual use, with the stabilization and treatment of the wounded

but I also don't like leaving mechanics to 'scripted chance'
 
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Kafe

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I think shooting the legs should make you ragdoll and shooting the arms drop your gun
That’d be pretty funny I think
we had that back on CW WW3RP as well lmao
took effect when your armour was exhausted.

it was pain when we could freely buy infinite guns,
I would cry thinking about how it would feel as a armourless rebel with limited gear.
 

Pyromaniac

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I'd much rather see a re-introduction of guidelines depending on your current health, like ww3rp had circa 2015~

Instead of it being scripted percent chance, it's just a text prompt telling you "Hey - you're pretty damn injured, take that into account" when you hit 40% health

then at 10% it's like "You're Critically Wounded bitch! Get a medic!!"


Speaking of which, I would love to see 'medics' actually have a use, because at the moment with current rules - there's no reason to be a field medic, since you cannot properly treat people on the field anyways. And medical NLR is almost as long, if not longer, than regular NLR. I would like to see a rework for sure, and encourage people to fear rp/med rp more. But forcing it through scripting isn't the way to go.
It's a hard thing to balance. It'll introduce more risk since you can't reliably assume you'll just get NLR'd (Adding more weight to attacks)
It'll give Medical Cert people (Or rebels who rp being medics) actual use, with the stabilization and treatment of the wounded

but I also don't like leaving mechanics to 'scripted chance'
Generally speaking I suggested the scripted chance/percentage chance so that there is no guarantee. Whatever end result you want is not guaranteed which means that both those who want to get captured and those who want to/hope to trigger the NLR will be discouraged. It also aids the ability for balancing by adjusting the chance.

Additionally that chance also means that people might be missed in the heat of combat, left behind during a retreat.

Finally, as I have now added to the main suggestion the PK or NLR risk someone faces is entirely dependent on the circumstances of their capture. For example currently if a rebel/person with a gun gets captured, they get the gun taken away and let go or offered the choice between stalkerization and NLR.


Shoot the ragdolls. They’re not dead. Shoot them.


so the old low hp knockout mechanic but with a bit more flavor
I think shooting the legs should make you ragdoll and shooting the arms drop your gun
That’d be pretty funny I think
I am not aware of any old low HP knockout mechanic as I have only played during early-helix until now. The only mechanic I have been aware of was the shooting legs causing someone to drop mechanic which I'm neutral on but won't advocate for.

Generally, currently this is an alternative circumstance to dying during S2K. It should not occur to the player if they weren't going to die in the engagement.

I've also added that the in this circumstance, you're equipment is likely damaged enough to be unusable for the most part to either side so for example reb-radios should be set to a default frequency and cop suits cant get used to patch into the radio. This part would also make trying to get the opposition to surrender/capture them through less-than-letal means would still have it's own benefits.
 

Rabid

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Please god don't bring back the "shoot legs enough and you can't stand up for a period of time" thing it was absolutely abysmal in CW and became the go-to meta lmao
 
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constantdisplay

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Feels a bit akin to the WW3RP injury setup where there was forced unconscious states on low HP.

Although we should remember that the other result instead of being rescued or dying, is being captured.

Generally in that server I think it made good sense, although I am hesitant here mainly because unlike WW3RP, injury induced capture leads to an eventual PK instead of a period of being a prisoner before being exchanged back.

-

Although saying all that, I would like some amount of injuryRP being required in combat for everyone involved.
i mean, each side having easier means to capture and possibly exchanging captured cops for captured rebels and vice versa would give them more of a reason to interact which would be nice
 
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Pyromaniac

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Please god don't bring back the "shoot legs enough and you can't stand up for a period of time" thing it was absolutely abysmal in CW and became the go-to meta lmao
I don't want that either.

This suggestion still requires you to be in a death-state (or super near death state) in order for you get forced injured.
 
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Rabid

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I don't want that either.

This suggestion still requires you to be in a death-state (or super near death state) in order for you get forced injured.

Oh yeah that part I support.

I just get PTSD thinking about when people would intentionally leg-shot people, grab them in their fists and sprint away with them to capture/mug them lol
 

Numbers

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I would prefer a system where if you get downed to 0 HP, you're given the prompt to select NLR or select a state where you're forced into an injured animation, can't move, need to get help within the next 15 mins or will bleed out

this way u can have ur teammates rescue u back to base or open you up to being captured but only OOCly willingly
 

Rabid

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I would prefer a system where if you get downed to 0 HP, you're given the prompt to select NLR or select a state where you're forced into an injured animation, can't move, need to get help within the next 15 mins or will bleed out

this way u can have ur teammates rescue u back to base or open you up to being captured but only OOCly willingly
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Pyromaniac

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I would prefer a system where if you get downed to 0 HP, you're given the prompt to select NLR or select a state where you're forced into an injured animation, can't move, need to get help within the next 15 mins or will bleed out

this way u can have ur teammates rescue u back to base or open you up to being captured but only OOCly willingly
The only potential risk I see in this path (Which I completely support as well) is that by making it a choice, people might be annoyed by other players choosing to be injured because by doing so they become a liability to their team.

But to provide a risk with the reward, voluntary RP does tend to be at minimum slightly better than forced ones. Though I suppose it is a time will tell situation with either path.
 

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The only potential risk I see in this path (Which I completely support as well) is that by making it a choice, people might be annoyed by other players choosing to be injured because by doing so they become a liability to their team.

But to provide a risk with the reward, voluntary RP does tend to be at minimum slightly better than forced ones. Though I suppose it is a time will tell situation with either path.
most capture situations where you are brought to an enemy base is PK territory, and I would prefer that to stay a voluntary process as a whole lest the entirety of the capture becomes a waste of time because someone doesn't want to actually roleplay their capture in a tasteful way, leaving nobody happy because one party gets PKed and the other doesn't get any good roleplay
 
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STUCK IN A CAKE

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I would prefer a system where if you get downed to 0 HP, you're given the prompt to select NLR or select a state where you're forced into an injured animation, can't move, need to get help within the next 15 mins or will bleed out

this way u can have ur teammates rescue u back to base or open you up to being captured but only OOCly willingly
Also works well in events too, where rp mid combat is more viable lol
 
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