Blood loss

Started by putsam, October 15, 2014, 07:45:00 PM

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putsam

Hey, can anyone tell me about how blood loss works. I had a dude who was really cut up, nearly 10 short sword cuts and was at 3% bleeding but when someone lobbed his foot off he went instantly to 103% blood loss. (I use this full power armor prisoner a practice pad for shooting and melee.

Cimanyd

I don't know exactly what causes the addition of 100% blood loss, but it seems to be after enough damages are done, probably depending on what kind of damage they are and how much.

I think it's for balance. If it weren't for that cause of death, a lot of people would end up pain-incapacitated instead of dead; almost everyone would if you used low-damage weapons. This way, incapacitated enemies (which are sources of new colonists, slave sale income, and now organ sale income) are a lot rarer than dead ones.

Hmm. I've seen colonists incapacitated in combat before, and seen them killed by having a vital body part (e.g. torso) shot to 0. but I don't remember ever seeing a instant-100%-blood-loss colonist death. I wonder if it only happens to non-colonists. That would make sense if it's for balance.

Once someone mentioned burning was more effective at pain-incapacitation without killing. Some "testing" of that idea in an Alpha 6 colony (involving a stone prison, occasionally psychotic prisoners, and molotov cocktails) seemed to show that was true. Burning isn't really practical in normal combat unless you're a centipede, though.

None of this explains exactly how it works, because I've never even seen anything else mention it. I'd love a better explanation than "it happens sometimes when there's lots of damage."
Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...
It seems many of the scythers in the area have been driven insane.

ZestyLemons

#2
Quote from: putsam on October 15, 2014, 07:45:00 PM
Hey, can anyone tell me about how blood loss works. I had a dude who was really cut up, nearly 10 short sword cuts and was at 3% bleeding but when someone lobbed his foot off he went instantly to 103% blood loss. (I use this full power armor prisoner a practice pad for shooting and melee.

Don't use raiders or prisoners for testing, use colonists. Here's why:

Both raiders and prisoners may instantly bleedout instead of going into shock/unconsciousness/etc. It's a game balance thing to prevent you from knocking out every single raider ever (which is a little silly but oh well). Colonists always have a chance to be knocked out rather than instantly bleed out though, which is why you should always test medical mechanics between them.


Now, about bleeding mechanics:

Different "Health Difficulties" (a.k.a. injuries) bleed at different rates (eg. cuts bleed more than scratches, burns don't bleed at all). Here's a handy table I made on the wiki: http://rimworldwiki.com/wiki/Health_Difficulties

The more damaging an injury is, the more it bleeds. I don't know specifically how much 'blood' a colonist has or how they literally work in programming, I'd have to actually check the source code to figure that out, but its safe to say that having lots of injuries that bleed a lot will cause your colonists to bleed out really fast.
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Feel free to contact me about wiki questions or wiki admin stuff.

Cimanyd

Quote from: ZestyLemons on October 16, 2014, 03:07:04 AM
Both raiders and prisoners may instantly bleedout instead of going into shock/unconsciousness/etc. It's a game balance thing to prevent you from knocking out every single raider ever (which is a little silly but oh well). Colonists always have a chance to be knocked out rather than instantly bleed out though, which is why you should always test medical mechanics between them.

Thank you! This is just what I wanted to know. So it's directly tied to the incapacitation? That fits what I've seen. I'm surprised I didn't realize it.

You said "into shock/unconsciousness/etc.," does that mean even, say, taking a minigun bullet to the brain (unconscious incap) has a big chance of causing the blood loss, and only a small chance of leaving a nice, unconscious temporary organ storage unit? That's disappointing. (I'm glad there will be morale effects for organ harvesting in Alpha 8. I'll probably be less evil.)

It can't be any incapacitation; obviously anesthetic unconsciousness doesn't cause it, or prisoner anesthesia would often be fatal. (For a different reason. :D)

Is the in-shock insta-death caused equally by all types of damage, even ones that don't normally cause bleeding? Bruises from hitting/bashing? Burns? Would molotovs actually have the same chance as anything else to cause the bleeding out, and the prisoner or two I tried them on in A6 just happened to survive?
Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...
It seems many of the scythers in the area have been driven insane.

ison

If bleeding rate reaches high enough level, pawn dies instantly of blood loss.