FranticDan
Surviver
Here's my ideas for what I feel would be an improvement to the critical injury system.
1) Being at full health gives you 100% critical immunity:
It is infuriating to get a stun, broken leg etc on the very first hit when at full health.
2) Make critical locations logical:
Can someone explain to me why my character was born with their brain in their leg? Getting stunned/concussed by a crawler makes zero sense!
How did that vulture give me a broken leg by pecking at my face?
3) Critical stages / Progressive injuries:
Getting a break, concussion, laceration without the lessor injuries is unforgiving.
I'd like to see a progressive critical system. Examples:
Sore leg/arm > Sprained leg/arm > Broken leg/arm
Bruise > Abrasion > Bleeding > Deep laceration > Bleeding 2
Sore head > Stun (Sore head stage 2)> Concussion
Winded > Fatigue
First stage criticals are just warnings, they don't have any negative affects (including zero chance of giving infection) and allow for stage 2 to trigger if another trigger occurs for that critical type while stage 1 debuff is active.
4) Max health loss to make more sense. Also, to be % based, instead of whole number based:
First point: in the early game, a critical injury cuts off max health by a LOT, having 3 criticals is minus 75 max health, leaving only 25. Having max health loss be % based instead will help reduce the large loss in the early game, but will also make them just as hurtful when max health is 200.
Second point: It makes no logical sense that a sprained arm/leg and broken arm/leg lowers max health by the same amount. Lessor criticals should be halved.
Example: sprained arm/leg lowers max health by 8% and breaks by 16%.
1) Being at full health gives you 100% critical immunity:
It is infuriating to get a stun, broken leg etc on the very first hit when at full health.
2) Make critical locations logical:
Can someone explain to me why my character was born with their brain in their leg? Getting stunned/concussed by a crawler makes zero sense!
How did that vulture give me a broken leg by pecking at my face?
3) Critical stages / Progressive injuries:
Getting a break, concussion, laceration without the lessor injuries is unforgiving.
I'd like to see a progressive critical system. Examples:
Sore leg/arm > Sprained leg/arm > Broken leg/arm
Bruise > Abrasion > Bleeding > Deep laceration > Bleeding 2
Sore head > Stun (Sore head stage 2)> Concussion
Winded > Fatigue
First stage criticals are just warnings, they don't have any negative affects (including zero chance of giving infection) and allow for stage 2 to trigger if another trigger occurs for that critical type while stage 1 debuff is active.
4) Max health loss to make more sense. Also, to be % based, instead of whole number based:
First point: in the early game, a critical injury cuts off max health by a LOT, having 3 criticals is minus 75 max health, leaving only 25. Having max health loss be % based instead will help reduce the large loss in the early game, but will also make them just as hurtful when max health is 200.
Second point: It makes no logical sense that a sprained arm/leg and broken arm/leg lowers max health by the same amount. Lessor criticals should be halved.
Example: sprained arm/leg lowers max health by 8% and breaks by 16%.