Preamble
17lvl doctor attempting to install a simple prosthetic arm using medicine, hospital bed and monitor. He installed 4 another body parts already, he knows his things, but he fails anyway, and your face like o____________o .
And all paws can use their prosthetics right away, like they always had it.
My suggestion is about giving prosthetics a bit more depth (and realism).
First of all, failing to install prosthetics shouldn't be a thing if you have a skilled doc and good tools. Threshold for fails should be halved, but surgery should have consequences. It means installment can result in couple of injuries, maybe even scars (basically, result of failed surgery, but without broken implant). The more skilled doctor are, the lesser aftereffects are.
Second thing is post-installment treatment. Newly installed prosthetics can provoke infections, skin irritation, allergy. Pawns shouldn't be able to use them at full potential right away, new prosthetics can be REJECTED by body, give pains and such. And doctor could help pawns to get over this.
Also I want a new drug "painkillers", which only purpose is getting rid of pains. It's on side note. And simple prosthetics be craftable, too.
Yep. I had a level 18 surgeon kill his daughter during a lung transplant yesterday. He cut off her neck. It's ridiculous. I'm perfectly fine with some complications, but not like that and not from a super surgeon.
There is the Improved Surgery mod. It gets rid of the deaths at
minor failures. Cuts can still happen. But
critical failures can still kill in such absurd ways :/
I'd like for this to be skill based. Categorize surgeries into difficulties. Then once your surgeon is skilled enough they can't mess up certain relatively simple surgeries. Except maybe for infections when operating in unsanitary conditions.
Quote
Pawns shouldn't be able to use them at full potential right away, new prosthetics can be REJECTED by body, give pains and such. And doctor could help pawns to get over this.
The Realistic Medical System mod for EPOE does that. People have to become accustomed to their new body parts over some time. And there is some sort of rejection system for organ transplants.
Quote from: Serenity on September 28, 2016, 01:45:15 PM
The Realistic Medical System mod for EPOE does that. People have to become accustomed to their new body parts over some time. And there is some sort of rejection system for organ transplants.
Yeah, it looks about like what I wanted to see. Funny that I use EPOE for it's simple prosthetics bench (everything else, I think, is completely unnecessary), but didn't see that addition. Randomness in medicine is most weird thing in that game. I'm getting less upset about lucky longshot-oneshot-headshots of wooden bows than about failed surgeries on skilled doc ;/
Another thing about prosthetics I would like to address is
non-surgical ways of dealing with lost legs. The guy without a leg is basically a dead body if you don't have a good doc. But you could give him a crutch, which could occupy his weapon slot and give a huge penalty on manipulation when doing tasks without chair, or sit him on a wheelchair, which could move on only x0.25 speed when out of treated flooring.
Quote from: avilmask on September 28, 2016, 02:55:21 PM
Funny that I use EPOE for it's simple prosthetics bench (everything else, I think, is completely unnecessary)
I think the advanced prosthetics are too much, but the simple bench is a bit primitive with just the likes of hook hands and peg legs. The normal prosthetics are pretty nice. Just needs some plasteel for crafting.
For that matter, installing a peg leg or an eye patch shouldn't be a surgery at all. Why is there any cutting involved at all when installing a peg leg? I know this is a limitation of the game, because any modification of a pawn needs to be an operation. But it's really just adjusting the new leg to the stump.
Well, installing "peg legs" can be as simple as strapping a piece of wood to what remains of a leg...
But, if almost all of the leg is gone, and only a tiny portion near the pelvis remains, the new leg may actually need to be surgically screwed into the bone in order to make it usable.
If I am not mistaken, in regards to the installation of prosthetics, the current system is meant to balance simplicity with simulation.
Main issues with simplicity is randomness. It's hard to imagine, how an installation of prosthetic limb could be instantly lethal. Surgeon can make a couple of deep cuts, may damage something badly, can cause a strong blood loss. But instant death? Come on. I think, surgical outcomes should be manageable. More specific examples:
- prostetics should be always installed, unless it's critical fail (with additional roll on saving a body part, but damaged);
- never lethal result, BUT always consequences, like
- cuts (different deepness with different skill dicerolls);
- scars (on very bad rolls), to operated organ or neighborhood organs;
- and always blood loss, different depending on skill dicerolls. With addition of cuts on failure you may lose a patient to it (with possible standard follow up on infection).
It means you can make permanent damage to a brain only if you make a surgery on a brain, you can cut another torso inner parts if you operate on torso inner parts, not legs. So you can lose your guy due to real damage, to real surgical error, not a crazy weird death diceroll.
Accustomization and rejection looks too deep? Well, without them gameplay is easier. It just would be an additional drawback of surgery, INSTEAD of instant deathflips, which is worse than any unnecessary deepness.
And at last, death from damage makes it more dramatic, when random deathflip on healty pawn brings only facepalms and irritation.