Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - pollgg12

#16
Ideas / Re: More indepth healing system
October 06, 2014, 09:08:25 PM
EDIT: The reason for this system is to have levels of severity I.E geting hit in the leg with a rock should not have the same treatment as getting your arm blow off or being burned.
And haveing levels of rarity in medical supplies like splints bandages and gauze would be easy to
make/find and stuff used for reconstructive surgery like braces and surgical staples would be harder to make/find
And on top of that it would at a nice touch of realism.
#17
Ideas / More indepth healing system
October 06, 2014, 07:25:50 PM
-Glasses  would be used to counter things like eye damage and cataract

-Drugs would be prescribed/given to colonists who have sicknesses

Drugs and glasses  would be prescribed to colonists but there would have to be a new more complex system I.E haveing more then just med packs like: "Pills"(For sickness).
Splints(for broken/shattered bones). Gauze(for bleeding/wounds). Antiseptic(for infection). stitches/staples(for suturing). anesthetic(for surgical operations).

I have a feeling this wouldnt be to hard to pull off long maybe but not hard maybe even a skilled moder could do this if they knew how and or had the time

EDIT: The reason for this system is to have levels of severity I.E geting hit in the leg with a rock should not have the same treatment as getting your arm blow off or being burned.
And haveing levels of rarity in medical supplies like splints bandages and gauze would be easy to
make/find and stuff used for reconstructive surgery like braces and surgical staples would be harder to make/find
And on top of that it would at a nice touch of realism.

Ps: im not sure how the prescription thing is going to work better drop that part
#18
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 05, 2014, 07:50:05 PM
Funkmachine what are they we want to know
#19
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 11:57:21 PM
Well hearing doesn't do anything so why would he?
#20
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 10:14:33 PM
I think your looking at it the wrong way your not actually putting the brain in the scyther (i don't know if that's what you meant) your just changing the texture of the colonist and buffing him so every or most stats are enhanced and adding the knife protrusion

And we all ready had a spaz about that organ thing here > http://ludeon.com/forums/index.php?topic=6532.msg63659#msg63659
#21
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 09:11:17 PM
I still think uploading your brain in to a scyther is cooler not sure how hard that would be.
-Change texture
-Buffs IE. hand knife (which is all ready in the game) and all the other bionic buffs
-Some sort of down side (Killing said scythers are hard enough so maybe we don't need this)
But then again im not smert with coding so i dont know how hard that would all be
#22
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 07:07:04 PM
Not sure how he would go about doing that. it would need to be really expensive or they would die after a day
#23
Outdated / Re: [MOD] (Alpha 7) Extended Surgery Mod
October 04, 2014, 06:54:02 PM
We need more surgery's scyther related like brain transplants in to a scyther body or more scyther parts being added like senors and the "charge lance arm hand gun thing"

I don't know how long that would take but so many suggestions
#24
Mods / Re: [Mod Request] Harvest organs from dead
October 03, 2014, 01:46:35 PM
I don't think you should be able to take organs from the dead but when your taking out vital organs like the hart or both lungs they shouldn't just die on you just go in shock to give you time to take all the other organs out
#25
Ideas / Leader system
August 17, 2014, 11:58:43 PM
Now since the fear system has been removed everyone's been saying its for balance issues and i guess that's right but i was thinking the only way for that to work would to be have some one to have a rebellion on/to so i was thinking there would be designated leader who would be in "command"
And if the "leader" dies there would be 1/3 day of uncoordinated activity's
So if you have any ideas or problems why this would work or not work tell me in the comments