###### tags: `Important` `Direction`
# Damage, Safety, and Medical
An important fixation that our server is developing towards is trying to be PvE-centric for the playerbase that doesn't wish to engage in ERP every round; on top of the multitude of other gameplay loops we're attempting to diversify from minute-to-minute interaction. The standard SS13 recipe inherently does **not** play nice with co-operative gameplay that we're trying to create, so replacing entire systems is needed thoroughly. First and foremost, we'll need to redo damage as a whole, from stun-based combat into status-based combat, where resistances matter much more than clicking on things- this will make dodging potential attacks from more intense mobs more meaningful.
Security will also need a facelift altogether from "Milsec garbage" into something a lot more fitting for a station's protecting force; arrests don't happen on Hyper and we're hard on self-antagging so there's no reason for letting it happen anyways, thusly Security will become Safety instead. Outlined below.
Medical will be changed drastically with the different damage systems, relying less on sitting in surgery rooms, and moreso chemical creations to clear status effects and the like.
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:bulb: **Table of Contents**
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## Damage Overview
Damage as a whole is very bland and uninteresting in SS13, broken into a few different subsections of Brute, Burn, Toxin, Oxygen, and so on. There are ways to resist damages a person may get, but the effects are rather negligable and unimportant for most gameplay. Our intent is to change this from top to bottom, meaning that the game is more easily controlled by who is wearing what gear, and who has what weapons- this of course, will often land in the hands of Safety. I also apologize if this system looks familiar. If you know, you know.
All damage types you know in the game, will be gutted and removed. To take their place, we have three physical damage types, and four elemental damage types. Most objects you find around the station will have physical damages split across them, with very rare sources of elemental damage present as well. Often, this will turn taking damage and dealing damage into a type of rock-paper-scissors against who has what resistances, and who has what status effects. That will be covered more down below.
Most weapons and attacks are broken down into some parts of physical, and elemental damage types. When an attack goes through, it's measured against the resistances of whatever is recieving the attack, and scales damage accordingly. Most items will have resistances- positive or negative- against damage types, as well as some species modifiers that are measured as well.
For example, a player is hit by a generic attack made up of **30% impact**, and **70% piercing**, at 30 damage total. It's then measured against the total resistances of both impact and piercing on the player that recieved the attack, and scales the total damage number depending on it. This could vary drastically; a player could be wearing something that negates almost all impact damage, but amplifies piercing, meaning that they could be taking on more damage than initially was struck! Meanwhile a safety officer would be more well-rounded against such an attack.
Not only do attacks have their damage split across percentages per damage instance, but some weapons have a status chance to **proc** a unique effect. The same generic attack from before could have a 15% chance (modified by the gear of the attackee) to proc, and when it does land that chance, it selects either piercing or impact to do a status effect. As it's made of 70% piercing, that means there's a 70% chance to proc a piercing status effect, for simplicity's sake. The person who takes the damage then gets a stack of piercing, which can only be treated by medical!
### Physical Damages
Physical damages are the most common types of damage, often attached onto every single source on the side. Physical status effects are broken into three tiers, with the third being fatal, and the first being a minor debuff.
**Impact**
- The effect of smashing something with brute force. Often applied to blunt objects, and heavy-hitting things.
- **Status effect: Crippled.** A stack of impact status deals Crippled, which hinders the movement speed of a person at random intervals, making them limp.
- **At ten stacks of Crippled:** apply **Hemmorhaging.** additional DoT and extended vulnerability to damage.
- **At five stacks of Hemmorhaging:** apply **Crushing.** Extreme DoT, chance to instant-kill target, rupture organs, and delimb.
**Puncture**
- The effect of stabbing something, and piercing through it. This is often on long objects.
- **Status effect: Stabbed.** Makes the target weaker, dealing less damage per stack.
- **At ten stacks of Stabbed:** apply **Impaled.** Small DoT, blurred vision, and slightly lowered movement speed. Chance to become more susceptible to damage.
- **At five stacks of Impaled:** apply **Gored.** Extreme DoT, causes the user to pass out frequently, and chance to delimb. Instant-kill chance.
**Slash**
- The effect of slashing something, and cutting it open. This is on sharp objects in general.
- **Status effect: Bleeding.** A small DoT effect that makes the user lose blood.
- **At ten stacks of Bleeding:** apply **Wounded.** A larger DoT that slows movement speed.
- **At five stacks of Wounded:** apply **Organ Failure.** An extreme DoT that can delimb and make the user pass out.
### Elemental Damages
Elemental damage types are more specialized, and similar to physical damage, they have three different tiers of effects. Depending on the effect, it can do a variety of specialized debuffs.
**Heat**
- The effect of something being too hot, inflicting burning. Often applied to hot objects, and environmental sources.
- **Status effect: Singed.** A brief burst of DoT that dies down quickly.
- **At ten stacks of Singed:** apply **Burning.** Lights the target on fire, dealing a quick burst of DoT. This has a large chance to disarm the target and incur panic.
- **At five stacks of Burning:** apply **Melting.** Forces the user onto the ground, and deals an extreme DoT. Stunlocks the person without any hope of getting out of it.
**Cold**
- The effect of something being too cold, inflicting freezing. Often applied to environmental sources.
- **Status effect: freezing.** A slowdown effect that applies per stack. Slight susceptibility to damage.
- **At ten stacks of freezing:** apply **Permafrost.** Disarms the target, and immobilizes most actions that the user puts in. Doing any action is almost impossible. More susceptible to damage.
- **At five stacks of Permafrost:** apply **Frozen Solid.** Completely immobilizes the target, encasing them in ice. High chance of going unconscious. Extreme susceptibility to damage.
**Toxin**
- The effect of poison and toxic chemicals. This is often an environmental source.
- **Status effect: Nausea.** A disorienting effect that deals a brief burst of DoT that dies down quickly.
- **At ten stacks of Nausea:** apply **Intoxicated.** Blurs the vision of the user, disorients them further, and makes their attacks weaker. Consistent DoT, and coughing.
- **At five stacks of Intoxicated:** apply **Poisoned.** Disarms the target, frequently immobilizes them, and causes them to black out frequently. Extreme DoT.
**Electricity**
- The effect of volting electricity, often environmental. You should kill yourself NOW.
- **Status effect: Volting.** A brief burst of DoT that jumps from one target to a nearby object, with no more lingering effects. Brief stunning.
- **At ten stacks of Volting:** apply **Electrocution.** Randomly jolts sparks of lightning between the target and up to two nearby targets. Stuns for longer.
- **At five stacks of Electrocution:** apply **Electric Shock.** Extremely high chance to delimb, and causes the target to pass out.
### Combined Elements
Combined elements are the result of combining any two of the base elements, resulting in a new one. The base four elements are the only types that can be combined, but that may change in the future.
Combined elements only have two more extreme tiers to make up for their more specialized power.
**Blast** (Heat + Cold)
- The status effect of an explosion. Extreme force and damage is always the result.
- **Status effect: Pulverized.** Immediately makes the target black out, and halves all their **current** resistances on any gear. Immense hearing loss.
- **At three stacks of Pulverized:** apply **Detonated.** Rip a few limbs off the person, and destroy their hearing. Cause two stacks of Hemmorhaging, and Wounded.
**Corrosive** (Electricity + Toxin)
- The status effect of highly-acidic substances. Withering the defenses of an object is always the result.
- **Status effect: Corroding.** Remove a flat 10% resistance on gear items the user is wearing, and deal a strong DoT.
- **At five stacks of Corroding:** apply **Disintegrating.** Melt off the limbs of a person, and intensify the DoT. Disarms, and apply two stacks of Wounded and Hemmorhaging.
**Viral** (Toxin + Cold)
- The status effect of a disease. Extremely weakens a target, and causes a lot of debuffs.
- **Status effect: Infected.** Apply one crippled, apply one cold. Cause the user to cough, and be 5% more susceptible to all damage, per stack. Randomly makes the user drop their items when coughing. Low chance to spread viral.
- **At five stacks of Infected:** apply **Catalyzing.** When coughing, spread a stack of Viral to nearby people. Immobilize the user randomly, apply Hemmoraging. Apply two stacks of stabbed randomly.
**Magnetic** (Cold + Electricity)
- The status effect of an electromagnetic pulse, or magnetic interference. Mostly used on silicons.
- **Status effect: Pulsed.** Fries technological components, and can cause a Volting status at random. Stabbed and crippled may occur as well; overall reduces movement speed of the user.
- **At five stacks of Pulsed:** apply **Discharged.** Emit a technology-wiping pulse in an AoE. Nearby technology will also emit this pulse, dealing magnetic damage. Apply two Wounded, two Impaled, two Hemmorhaging.
**Gas** (Heat + Toxin)
- The status effect of poisonous air and unbreathable atmosphere. No, this isn't the fetish and never will be. Stop asking.
- **Status effect: Noxious.** Makes the user cough and deals a DoT, as well as the area surrounding the person will emit more gas clouds. May randomly apply Crippled, and Bleeding.
- **At five stacks of Noxious:** apply **Turmoil.** Stuns the user with more coughs, and emits more gas clouds. Apply stacks of Hemmorhaging, Wounded, and Nausea.
**Radiation** (Heat + Electricity)
- The status effect of gamma rays and photon particles disrupting DNA and machine alike.
- **Status effect: Irradiated.** Reduces the user's vision, causes spasms, and may apply Crippled, Stabbed, and Bleeding at random. May randomly disarm and stun the user.
- **At five stacks of Irradiated:** apply **Nova.** The user emits an AoE of Radiation, and completely immobilizes them. May randomly apply Singed, and Intoxicated.
### Unique Elements
Unique Elements are extremely rare, but extremely dangerous. Often, even the first few status effects are fatal or completely disorienting. Status effects can be completely changed depending on who is inflicted by them.
**Radiant**
- The status effect of the Weave, the power of light and creation. It is extremely deadly unfiltered, and may cause hysteria. Very few things have resistances against the Weave, only negative and neutral ones.
- **Status effect: Harmonizing.** Rings out a tone in the user's mind, and may cause temporarily blindness and deafness. Hallucinations and a sense of peace are present. The user becomes pacified, and significantly slower. Random status effects apply, with Heat and Electricity being more likely.
- **At five stacks of Harmonizing:** apply **Attuning.** The user will phase in and out of existence, and the ringing will become louder. Blindness will recede, but deafness will remain permanent. The user will start to say things out of their control, and witness the Weave close in on them. Vast bursts of Singing and Volting damage may occur, on top of more stacks of Harmonizing.
- **At five stacks of Attuning:** apply **Acceptance.** The user will stop, and be kicked from their body immediately. They will endlessly wander blissfully until their body simply fades, or they are healed from their state.
**Dissonant**
- The status effect of the Dissonant, an element of pure chaos and destruction. It is extremely deadly unfiltered, and may cause fatal hysteria and violent outbursts. Very few things have resistances against the Dissonance, only negative and neutral ones.
- **Status effect: Whispering.** Hallucinations and darker visions will make themselves present, and the user will become deaf and blind at random. They will accidentally attack others nearby, and become attacked by unknowable things. Random damage types are dealt, more lenient on toxin and cold.
- **At five stacks of Whispering:** apply **Thrumming.** A low pulsing noise will be heard, and the user will break into panic attacks. At random, they will be kicked from their body and start attacking others without control. When this occurs, bursts of damage resistance may occur.
- **At five stacks of Thrumming:** apply **Chaos.** The user will be kicked out of their body permanently, and transform into an extremely tough enemy with vast resistances against all but Weave. It will attack without discrimination, and deals an AoE of Blast before dying.