Suggestion % Chance to be injured instead of dying

Simman102

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I imagine the suggestion is in good faith but I can hardly think of a more dreadful experience than mechanically dying in combat, then being dragged somewhere else at the end of my bleedout timer, having my inventory stripped of all scripts and only then getting NLR'd or perhaps even worse
Just doesn't seem like something in the spirit of the server even if inherently not a bad suggestion
 
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The whole mindset of PK's should really be toned down.

the shit i read here is like, we have 2 factions that its their main objective to destroy developed roleplay characters for one another as best as they can?
wtf happened to roleplay

sure, we roleplay factions that hate each other
but its THEATER. if I am a copper harming a rebel, or capturing one, i still have the QUALITY RP in my mind, and AT THE MOST FAR BACK PART OF MY HEAD, THERE IN THE CORNER, ABANDONED, NEGLECTED, the pk part of roleplay
(vice versa, being a rebel capturing a coppa)

cuz rp to me isnt about consuming characters. nor it should be anyone's
pk is just char perm death in circumstances that are logical to declare a character out of service forever, whatever extreme cases

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the suggestion itself here
is about the concept of character not vanishing into thin air, after dying
so you'd have SOMETHING to roleplay with, once a char has gone ''incapacitated''

if we have events, and some people catch a bullet or die to prop or something, they can go incapacitated.
rebels lost the event? event manager can take it from there to turn it into recovery event, rather than game over
everyone forget, everyone nlr

this is pure free rp concept, man's gotta be present to produce rp
and when u vanish into thin air when u die, while u could be badly injured rimworld style and PRESENT during the event

is just free rp
 

Pyromaniac

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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
As I mentioned before, both have risks and benefits but still have the same result for as far as I'm concerned so I'd be happy either way. It was just best to mention it.

In-so-far the PK territory, with my method of suggestion I imagined the ruleset would be similair to the way we capture rebels on patrol now where the PK-Risk/status remains consistent as if you had died in that moment (NLR if grouped, PK if lonewolfing etc.)
 

bilack

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Nah

If you get to 0hp that means you've taken a fatal hit. You're dead

If you kill someone, they die, they don't enter an injured state once you shoot them in the temple of the head
 
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Pyromaniac

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Nah

If you get to 0hp that means you've taken a fatal hit. You're dead

If you kill someone, they die, they don't enter an injured state once you shoot them in the temple of the head
Exception to the circumstance if dead through headshot could probably be implemented (going off the fact that headshots can bypass armour/do more damage)
 

bilack

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Exception to the circumstance if dead through headshot could probably be implemented (going off the fact that headshots can bypass armour/do more damage)
What about getting hit in the heart or lung or neck

Or an important artery
 

Pyromaniac

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What about getting hit in the heart or lung or neck

Or an important artery
If you wanna delve deep into realism I advise you to play some type of milsim game that accurately simulates such things.

Alternatively you consider the percentage chance to go into an injured state instead of dying the chance that such above things are hit and damaged severely enough to be guaranteed fatal.
 

Ricsow

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Me attacking the nearest CP after I got shot 36 consecutive times (they forgot to shoot my ragdoll)

speed.gif
 

OneClassyBanana

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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.
Too bad, imo. I know that sounds rough, but people realistically are gonna go down, but not necessarily out, in firefights. That's a risk you take the second you and yours step into the line of fire.

If they're gonna be annoyed and treat the act of helping a wounded colleague out in combat as a nuisance, then they can lone-wolf it.
 
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Kafe

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Too bad, imo. I know that sounds rough, but people realistically are gonna go down, but not necessarily out, in firefights. That's a risk you take the second you and yours step into the line of fire.

If they're gonna be annoyed and treat the act of helping a wounded colleague out in combat as a nuisance, then they can lone-wolf it.
My morphine supply is going to get annihilated
 
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OneClassyBanana

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My morphine supply is going to get annihilated
That does raise a salient point though - medical-in-combat rules would probably need to be adjusted accordingly no matter what changes are made, specifically and solely regarding limits on receiving medical from others.
 
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mårten

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something like this was basically suggested in WW3RP and people were super against it there
I find it interesting that people are suddenly supportive of it... i guess it's another playerbase so
 
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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
star ship troopers has this thing where when you get killed you do a roll, like below 30 is a pk, 30-60 is heavy injury, 60-100 is something else dunno

all im saying death in s2k seems like this non-rp thing. a faceless character dies ands no one cares

im not saying we need to do a /roll for a pk, thats silly, but im just saying it just is this huge rift in roleplay that's so jarring. an injury mechanic would be nice and might allow people to take prisoners? no clue. just brainstorming. idk what people want tho and in the end that's what matters, not my eternal bloodthirst for MORE ROLEPLAY
 
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mårten

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star ship troopers has this thing where when you get killed you do a roll, like below 30 is a pk, 30-60 is heavy injury, 60-100 is something else dunno

all im saying death in s2k seems like this non-rp thing. a faceless character dies ands no one cares

im not saying we need to do a /roll for a pk, thats silly, but im just saying it just is this huge rift in roleplay that's so jarring. an injury mechanic would be nice and might allow people to take prisoners? no clue. just brainstorming. idk what people want tho and in the end that's what matters, not my eternal bloodthirst for MORE ROLEPLAY
dying will never create more RP than being injured or captured (unless it's a PK)
different here though, because being captured seems to inevitably lead to a PK unless you don't want to, and then you get NLRd, which removes the point
 
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dying will never create more RP than being injured or captured (unless it's a PK)
i will admit i like grief rp and i think death generates a lot of interesting development with characters

though this early in the iteration pks galore is no good because we're still establishing characters and shit

no one can argue that it does suck losing your character, tho. and i wont force people to lose their character
hell i never ever pk'd a character on an event, never even an event server event, because i didnt feel comfortable doing it, it just felt shitty

as for being injured or captured injury rp can be cool but at a certain point, at least for me, it just causes immense FOMO because you're stuck in this bed recovering from like idk 10th degree burns while all your friends are on a cool expedition to fight like an antlion queen or something. guess that's just a part i myself have to accept and try to see it as another dimension i can add -- that FOMO reflecting ICly
 
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mårten

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as for being injured or captured injury rp can be cool but at a certain point, at least for me, it just causes immense FOMO because you're stuck in this bed recovering from like idk 10th degree burns while all your friends are on a cool expedition to fight like an antlion queen or something. guess that's just a part i myself have to accept and try to see it as another dimension i can add -- that FOMO reflecting ICly
you should be allowed to decide how long you want to injuryRP
it gives the medics some RP to do
it gives your char some cool scars to talk about
they can tell stories about how they nearly died and brag about it

and if you dont want to rp walking in a cast for a week because you broke your leg you don't have to
 
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Pyromaniac

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Too bad, imo. I know that sounds rough, but people realistically are gonna go down, but not necessarily out, in firefights. That's a risk you take the second you and yours step into the line of fire.

If they're gonna be annoyed and treat the act of helping a wounded colleague out in combat as a nuisance, then they can lone-wolf it.
I 100% agree, It's just something I wouldn't have seen as out of line to happen taking into account the community's past and isn't something to be overlooked when making a decision on if and how to implement this suggestion.

In the end, player agency is a key thing to improve a player's experience so having it be optional is a good path to take. As I mentioned before (I think), both methods of implementation have benefits and risks/disadvantages so there is no outright 'superior' option and all comes down to what benefits you want, what risks you are willing to take/tackle and preference.
 

Pyromaniac

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something like this was basically suggested in WW3RP and people were super against it there
I find it interesting that people are suddenly supportive of it... i guess it's another playerbase so
Probably partly as HL2RPs first and foremost stance was roleplay and the interaction between people, I've never played WW3RP but it feels like it drew a more S2K/Combat-centric crowd which might mean people minded NLR less where-as HL2RP players see NLR as something removing the roleplay and interaction from a character, becoming even more prevalent as we find ourselves in a constant conflict where this is the end result almost daily for at-least some people.

(Subnote: Of-course both servers had players interested in both, just that an overall direction or attitude likely played into such things)