Does bleeding out feel right?

Started by jjgoldman, February 24, 2015, 11:18:35 AM

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Panzer

I usually lock the door after every injured colonist is in the medbay, that keeps the doc from running around and feeding everyone ;)
If there are too many bleeding guys for one doc I appoint one crappy doc and let him treat the guys with yellow lvl injuries, and let them stay in bed until they re fully healed up. Talking about staying in bed, does someone know what bonus you get? Increased healing speed? Reduced chance of scars?

Foxador

The bleeding is way too quick. I had a event where a colonist crashed landed via a pod and even when I rescued them right away they died the moment I got them onto the medical bed which made the event pretty pointless

Boboid

That's a pretty small sample size. It's also worth noting how unlucky that actually was.
A crashed pawn's wounds are generated randomly, that same pawn could've spawned with exclusively blunt wounds meaning it wouldn't have bled at all.

And this is Rimworld after all, you can't save everyone :P
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

tommytom

Quote from: Lichtbringer on February 26, 2015, 02:21:13 AM
It is also annoying that I have to set a Colonist to Doctoring, if I want to MANUALLY order him to patch someone (mostly my main Doc who got hurt) up. Afterwards I have to dissable it again, so that only my good Doctor does the important stuff.

Solutions would be: Another "job", feeding People. Or Haulers/Wardens/Cooks feed people.
It would also be very nice if you could set a specific doctor for a specific bed. Then a no skiller could patch up my prisoners after an attack, while my good Docotr patches up everyone in a colonist/medical bed.
You contradict yourself as then you have another problem. Having to switch someone to feed people in overview just to do a one time feed if they are starving or the original guy is occupied.

I'm fine with anyone feeding them or doctors themselves or just social as that is the least high-maintenance job. But, doctors need to treat wounds first, not sleep eat when it's not absolutely necessary with wounded colonists, and they sure as hell better not treat my new prisoners as highest priority over current colonists.... That absolutely infuriates me when I see 23424234234 0% treated and realize my colonists are bleeding everywhere and no one is treating them but the prisoners are fine and not even getting herbs because I was going to worry about them later. Nope.

jjgoldman

Quote from: ChangelogMarch 2

  • Refactored AI system so doctors now heal patients before feeding them.
  • Refactored health diff system to be able to combine different types of effects freely using a component framework.
  • Health tab now displays overall bleeding rate.
  • Refactored into health diff components: discoverable, disappears, gets old, self-healing, treatable.

Thanks for listening Tynan!

DNK

I play with the realistic combat mod, and I guess that makes it all worse, but I still feel the bleedout system is just about right in terms of forgiveness and difficulty.

Cazakatari

Quote from: Tynan on February 26, 2015, 02:51:48 AM
I sped up bleed-out a bit for A9 but I think it might have been a mistake. I'll probably revert it for A10.

And yeah, doctors should be treating people before feeding them. I'll have to look into that. Not much point feeding someone who has 4 bleeding bullet wounds...

I think the bleeding would be great as is if there was a mechanic to slow/stop it before they actually get in a bed to be treated.  Right now I guess you can somewhat micro it by placing a medical sleeping spot next to the bleeder in question, but if it wasn't too hard to do it would be nice to have a high priority "attempt to slow bleeding" action separate from getting medically treated

Specialist290

#22
Quote from: Cazakatari on March 03, 2015, 02:23:44 PM

I think the bleeding would be great as is if there was a mechanic to slow/stop it before they actually get in a bed to be treated.  Right now I guess you can somewhat micro it by placing a medical sleeping spot next to the bleeder in question, but if it wasn't too hard to do it would be nice to have a high priority "attempt to slow bleeding" action separate from getting medically treated

Agreed with this.  I don't think the faster rate of bleed-out itself is a huge problem as such, as people with severe injuries can bleed out quite quickly in real life and it feels appropriate to have that sense of urgency when you have a casualty, but it would be nice if the initial rescuer (EDIT:  Or the injured pawn themselves, if they're still conscious and not actively in a fight) could render some "on-site first aid" based on their own medical skill to stanch the bleeding temporarily (or partially reduce the bleeding rate; either could work) as a way to stabilize the patient before they get into a hospital bed.