Suggestion More medical conditions/injuries requiring EMS (or Nancy in the absence)

Pyromaniac

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I propose we have more medical conditions that would require the aid of EMS and perhaps something else.

For example:
Broken/Fractured Rib
When you drive with your seatbelt on but collide with another vehicle at a high enough speed/force, you might not break your legs but your ribs feel it. Stamina drains faster when running. Perhaps also when you get shot while having armour/body armour.

Broken/Fractured Legs
Driving without a seatbelt, hitting something at a high enough force might make you break your leg. Forcing you to limp until you get proper medical attention.

Concussed
If you get hit with a strong enough blunt object or hit a car fast enough, you might get temporarily concussed and see in a funny way.

-maybe more TBA if I think of them

Sub note: Maybe some of these require you to be treated at a hospital/proper medical facility or near/in the Type III ambulance (Idk the name but the big box-looking one)
 

avralwobniar

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I think the concussed thing is funny
I think the other two would probably end up more annoying than it's worth
 
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boots

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I'll say it once and I'll say it here: I think MedRP is the most boring part of the game. Don't get me wrong, I truly do appreciate the paramedics and I say they're a vital part to the gamemode because they allow you to continue with RP, but honestly I really don't like going to hospital and find it all rather mundane.

It's been this way for more than a decade from the beginnings on HL2RP where you die/injured, go into hospital and have them perform stuff on you and you give them information on your injury, grunts of pain and boom you're done. Roleplay injury accordingly or as you wish afterwards but it's still more of an annoyance than anything.

I tried to brainstorm ideas last week on ways to make it more exciting for both parties but came up mostly blank.

One idea was to make minigames similar to the current lockpicking, robbery alarm and safecracking, for both the medic and the injured where you both had to do a puzzle thing in order to be revived. It doesn't seem bad in my opinion, but I reckon there could still be more things added, just unsure what.
 
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avralwobniar

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I'll say it once and I'll say it here: I think MedRP is the most boring part of the game. Don't get me wrong, I truly do appreciate the paramedics and I say they're a vital part to the gamemode because they allow you to continue with RP, but honestly I really don't like going to hospital and find it all rather mundane.

It's been this way for more than a decade from the beginnings on HL2RP where you die/injured, go into hospital and have them perform stuff on you and you give them information on your injury, grunts of pain and boom you're done. Roleplay injury accordingly or as you wish afterwards but it's still more of an annoyance than anything.

I tried to brainstorm ideas last week on ways to make it more exciting for both parties but came up mostly blank.

One idea was to make minigames similar to the current lockpicking, robbery alarm and safecracking, for both the medic and the injured where you both had to do a puzzle thing in order to be revived. It doesn't seem bad in my opinion, but I reckon there could still be more things added, just unsure what.
I find that striking up conversation with the doctors while you're there makes or breaks med rp. I've had great rp with @Northgate down at phmc
 
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Blackquill

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When I'm doing med rp I try to make it as quick as possible while also grounding it with reality, I usually do this by asking how it happened and then treating wounds I would assume are appropriate while also being nonlethal or not as severe in nature due to the fact that players obviously want to get back into the swing of being out doing shit

Essentially unless they state otherwise I treat most incaps as if their wounds are as non-lethal as possible, relevant to what they say happened. If some dude says he got shot in the head, I usually say yeah, you got a hole shot through your ear that looks painful.
 
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`impulse

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When I'm doing med rp I try to make it as quick as possible while also grounding it with reality, I usually do this by asking how it happened and then treating wounds I would assume are appropriate while also being nonlethal or not as severe in nature due to the fact that players obviously want to get back into the swing of being out doing shit

Essentially unless they state otherwise I treat most incaps as if their wounds are as non-lethal as possible, relevant to what they say happened. If some dude says he got shot in the head, I usually say yeah, you got a hole shot through your ear that looks painful.
WebMD how do I unbend this guy's leg
 
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Chezburger

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webmd search how to treat man hit by helicopter blade
555683_ppkgleft__74479.1687987273.jpg
 

Northgate

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I'll say it once and I'll say it here: I think MedRP is the most boring part of the game. Don't get me wrong, I truly do appreciate the paramedics and I say they're a vital part to the gamemode because they allow you to continue with RP, but honestly I really don't like going to hospital and find it all rather mundane.

It's been this way for more than a decade from the beginnings on HL2RP where you die/injured, go into hospital and have them perform stuff on you and you give them information on your injury, grunts of pain and boom you're done. Roleplay injury accordingly or as you wish afterwards but it's still more of an annoyance than anything.

I tried to brainstorm ideas last week on ways to make it more exciting for both parties but came up mostly blank.

One idea was to make minigames similar to the current lockpicking, robbery alarm and safecracking, for both the medic and the injured where you both had to do a puzzle thing in order to be revived. It doesn't seem bad in my opinion, but I reckon there could still be more things added, just unsure what.

Interally I've already addressed this issue before. my concept on MedRP is always "involve the patient", else it gets boring. we've even introduced on field treatment now, so minor wounds can be treated on the scene.

people want to be treated as quickly as possible and that has somewhat become our philisophy. However, I still ask my members to at least perform routine checks on you by asking a lot of questions. it is up to the patient 100% whether they want to continue MedRP or not.

if, as patients, you genuinely don't care, don't get injured. a minigame will imo just lead up to the same and might even lead to frustration if it takes longer than just E to revive for some people. i'll of course finetune it further however the roleplay always depends on the patients.
 
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