# Light Medical Rework
This document will consist of a method to create more indepth medical work (aka medical doesnt just wait around for corpses while passengers self medicate with chem)
# Overall
The ideas presented here is to provide more depth to the work of people within the medical job without having a complete overhaul of the medical system currently available.
The current ideas present in the following
- A grade or severity level of injuries that result in needs for medical treatment other then the readily available chem pills available.
- ~~more items for cargo to powergame and hold.~~ New medical items that would play a major part in the new damage severity system.
- Metabolism Nerfs
- A rework to how the player’s body reacts to damage depending on severity.
- A method of CPR that would be helpful for crit people to stay alive without medication that wouldnt be over powered
# Damage Severity
Now, in real life, we know we cant just take a pill to cure gun shot wounds. but we also know that we cant over complicate things with things that could be involved with the surgery update ~~just a week away~~.
We can resolve this with damage levels, or damage severity. The damage severity would likely go as follows
1. Severity Level 1 damage is damage between 0-33
2. Severity Level 2 damage is damage between 34-66
3. Severity Level 3 damage is damage between 67-99
4. Severity Level 4 damage is damage equal to or higher then 100
The severity level for the damage type would optimally appear next to the total damage taken of each of the four classic damage types (brute, burn, toxin, and oxygen deprivation) will have different effects depending on their grade of damage.
# New Medical Items
So, we are going to start this off with a new medical machine called the Advanced NanoMed (I know, super creative name). The Advanced Nanomed will be different from the standard NanoMed since it will be accessed locked where the interns cannot access it. (Since I dont think you would realistically trust a intern to deal with stage 3 burns). The AdvNanoMed would contain the new medical items.
- Patch Kit
- The Patch Kit is used to treat Severity Level 2-3 brute damage
- "Patch Kit, often used to treat minor and rarely major brute trauma injuries"
- C.E.D. Kit
- The C.E.D. Kit is used to treat Severity Level 3-4 brute damage
- "Critical Exterior Damage Kit: For when your patient is beaten to hell with bullets or crowbars."
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- Skin Graph
- is used to treat Severity Level 2-3 burn damage
- "Skin Graphs, the common way to deal with sever burns across the galaxy"
- R.H.T Pack
- The R.H.T Kit is used to treat Severity Level 3-4 burn damage
- "The Reverse Humanoid Toast Pack: For when your patient is looking a bit overcooked"
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These previous 4 item's healing capabilities can be doubled if the player is asleep via nitrous oxide tanks. (gotta make that stuff useful somehow)
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- B.S.T. Purger
- Is the Toxin version of bruise packs and oinment
- "The Broad Spectrum Toxin Purger, one of the latests medical creations of R&D"
This is a optional thing, since you cant really overhaul poison meds by making applicable items. Dylo, Arith, Hyro, Ultravasc, are all good options for dealing with poison and radiation that dont need to be changed.
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- Blood Transfusion Kits
- Heals bloodloss and stops bleeding
- "Blood Transfusion Kits... how did it take us so long to make these?"
I think that having a quick and rapid way of healing bloodloss and stopping it would be very good given the recent buff and confusion with the new bleeding mechanics.
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Now, all of these items would be like bruise packs and ointments, in which they are a stack of ten and are slowly used on players.
They can be located in the AdvNanoMed in groups of 5, and the AdvNanoMed can also be restocked via restock crates via cargo.
There can also be the application of Advanced Forms of first aid kits that contain these. Like Advanced Bruise Trauma Treatment Kits containing Patches and C.E.D kits.
# Metabolism Nerfs
Of course we need a way to make sure that pills remain relevant while also keeping the new medical items on hand. The easiest way todo that would be by reducing the metabolism speed of certain drugs. Bicardine, Kelotane, Dermaline would be slowed by 2x while Dylo and Ipec would be slowed by 1.5x.
# Brute Damage Rework
1. When at Severity Level 1, players will have a 10% chance to start bleeding every minute. This bleeding will then have a 50/50 chance of stopping every 15 seconds. The bleeding effect can only happen once at severity level 1.
- Severity Level 1 damage can be easily dealt with by using Bicaridine pills or bruise packs
2. When at Severity Level 2, players will have a 50% chance to bleed every 30 seconds, the bleeding will then have a 25% chance of stopping every 15 seconds.
- Severity Level 2 damage can still be treated with Bicar and bruise packs, and optionally Patch Kits
3. When at Severity Level 3, players will start bleeding once their brute damage exceeds 67. This bleeding will not stop on its own, and will need medical treatment. However if the player was already bleeding before, they will not stack.
- At this point bruise packs will no longer be effective and will need bicar, Patches or CED Kits to heal
4. When at Severity Level 4, the player has a 30% chance to begin bleeding profusely every minute. This bleeding will not stop on its own, and will stack with other bleeding.
- Here patches become ineffective too and you will need bicar and CED Kits to treat.
# Burn Damage Rework
1. When at Severity Level 1, players will have minor amounts of burnt skin. This burnt skin allows for damage vulnerability to have a 10% bonus (or 1.1 multiplier)
- Can be treated easily with derma, kelo, or ointment.
2. When at Severity Level 2, their burnt skin will allow for a damage vulnerability boost of 30% bonus (or 1.3 multiplier). In addition they will find it much harder to commit to actions such as prying doors open, constructing, or even eating and drinking.
- Previous methods of treatment work still, Skin Graphs would be optimal for treatment.
3. When at severity level 3, their burnt skin allows for a damage vulnerability to be at 50% bonus (or 1.5 multiplier). In addtion commiting to actions will be harder, and the lack of skin makes the player more vulnerable to diseases
- Ointment stops working here, only derma, kelo, Skin Graphs, and R.H.T. kits can heal them
4. At severity level 4, they take 100% more damage (2x multiplier), since theyre in crit, they cant commit to actions, but they still have the vulnerability to diseases.
- At this point, only Derma and R.H.T Kits can save em.
# Toxin Damage Rework
Since radiation and poison are two seperate things, we will have the first 2 stages be shares, while stage 3 and 4 will be seperated by poison and radiation. (aka, they will have seperate severity levels 1-4, but the first 2 are the same)
All can be treated with Dylo, Ultravasculine, Ipec/Hyro and Arith. Along with B.S.T. Purger
1. At Severity Level 1, the player may suddenly stop moving and begin a coughting fit, and experienced increase thrist while facing decreased hunger.
2. At Severity Level 2, the coughing fits will increase in frequency and duration, and have a small chance of either coughing up blood or any reagant that is not metabolized in the body.
- Poison Severities.
3. When reaching Severity Level 3, the player will face heavy movement and action speed penalties, and will be joined by sudden sudden uncontrolled shaking. The coughing will remain as is.
4. Once Severity Level 4 is hit, there is heavy damage allthoughout the organ system. They will continue to cough in crit, ejecting more blood and reagant. Mean while their damaged organs will only be able to metabolize at 75% of their original speed.
- Radiation Severities
3. When Severity Level 3 is hit, every 30 seconds, 5% of Radiation damage will convert into celluar damage. Coughing will get more intense and frequent as more regeant and blood spills out of them.
4. At Severity Level 4, there is nothing to be done. The radiation has likely jambled your organs into a mixed such of fat, bone, and blood. Treatment is no longer possible, as the organs responsible are destoryed. The best that can be done is attempt to preserve the body for cloning.
- I can only imagine the singulo as a massive Elephant's Foot, and radiation is not friendly on the human body.
# Oxygen Deprivation Rework
Asphyxiation can still be treated with inaprov, dex, and dex+
Bloodloss can still be treated with inaprov, iron, tranex acid, and Blood Transfusions.
1. Severity Level 1 will result in slower movement along with the occasional text saying "You feel a bit dizzy" (in the same way it says you coughed or sneezed)
2. Severity Level 2 will result in increased slower movement along, the continuation of the dizziness text will be unaltered, and randomly your character may stop moving and you may recieve "You are taking heavy breathes" (in the same way it says you coughed or sneezed)
3. Severity Level 3 has all the previous effects of severity level 2, but now your screen is hazy, and when your character speaks, it is partially jarbled due to the lack of oxygen getting to your brain.
4. Severity Level 4 will initially not do anything. But once your Oxygen Deprivation reaches 125 damage, it will slowly deal cellular damage to you, as your brain is deprived of oxygen, and its cell's are beginning to die.
# CPR
CPR is a funny little act of keeping someone in critcial condition alive by keeping the brain oxygenated along with the rest of the body. CPR can be implented via a verb option that appears when people are crit (can also be done by alt clicking the crit person's character). It would be a 5 second action that heals 5 Asphyxiation.