defibrillator

Started by CedricO, October 13, 2014, 09:39:01 AM

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CedricO

I would like to suggest adding a defibrillator to the game to add in a chance of bringing back colonists from death.

skullywag

I feel this should only be added if "heart stopped" injury is added, it shouldnt just reanimate corpses, the medical system would be wasted if this was the case.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Barley

Defibrillators do not restart a person's heart nor will they help if the colonist dies due to any of the current causes of death (destruction of the heart, lungs, kidneys, brain, liver, disease, infection, or blood loss).

Defibrillators are only designed to "reset" an irregular heartbeat, and irregular heartbeats are not (yet) simulated in Rimworld. Sorry.

skullywag

That was my point, the injury system has no injury that would need a defib, I know what a defib does i was just typing quickly, my dads in medical practice. My point still stands a defib for "resurrection" is not gonna happen.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Thunder Rahja

Tell that to Valve with Left 4 Dead 2.

StorymasterQ

What we need is a Healing Shiv.

*SHANK*
"Argh! What was that for!?"
"You were injured."
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Minus

I am fully against this idea. Regardless of what the device is actually used for in real life, having this high risk of death makes me care more about my colonists.

The problem I have is when a colonist dies instantly from having their liver shot. An organ being destroyed shouldn't cause instant death (Unless it's the brain). The amount of times a character simply loses conciousness rather than die is really rare. Also now that we can harvest organs, I'd like to get the chance to actually use them. An item usable outside of a bed to reduce bleeding is what I think would be the better idea. Maybe have this item take up the weapon slot if you're worried about balance, which would actually allow non-violent colonists to be useful in battles.

Kinda feel I should have posted my own topic for this, but it's close enough.

Our cybernetic hearts mean we care more!
Mods: Extended Surgery and Bionics, Brain Surgery, Medical XP Balance