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# System prepended metadata

title: Wounds rework

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# Wounds rework

## Current wounds

**What's liked**
* Medbay players like the depth brought by the system
* They make groovy sounds when applied
* Everybody likes breaking kneecaps

**What's disliked**
* Solo antags suffer from them a lot more than the crew because they cannot afford to fix them
* Some combat items were re-balanced around what is effectively a dice roll, making them very annoying to balance
* Getting your kneecaps broken mid-combat is a death sentence and feels unfair

### How they currently work

Right now each time a body part receives damage, it has a chance of being wounded by taking into account _what_ applied the wound and _to what_ it was applied, taking into account armour and damage types.

Not going to give an in-depth description, but they work akin to random crits that can be mitigated.

Ryll-Ryll's doc : https://hackmd.io/@Ryll/r1lb4SOwU

## Proposed compromise

In order to keep as many people happy I would implement a **wound buffer**.
The goal is to keep wounds away from active combat and shift them into a debuff for losing said combat.

### How it would work

Just like the current system, a dice is rolled anytime you receive limb damage, but instead of directly applying the wound it would go into the buffer (would still proc the nice sound effects though). You would **not** gain the wound debuff but it would stay stored until you fall into **crit or die**.

Upon falling into crit, the entire buffer would apply. 
Examples: 
You get smashed by a toolbox and your kneecaps privileges get revoked. Right now you would 100% lose that fight because movespeed is a critical component of ss13 combat.

With the new system, your legs get an _inactive_ wound. So you can keep on fighting at your regular movespeed but if you fall into crit then the wound turns into an _active_ one. So if someone brings you back up you would need to go to the medbay in order to get fixed up. But if on the other hand you won that fight then no such thing would happen and you would instead just keep the _inactive_ wound for a set duration. (What that duration should look like or if it should even be up to time i'm still not certain)

This solves the solo-antag problem while keeping the medbay gameplay loop. Because most solo-antags don't get brought back from crit, while you can expect most crew members to be brought back to the medbay while they're still in crit or have recently died.

### What needs rebalancing

Anything that lost direct combat power for wound bonus would need a few tweaks, for instance demons (or they could instantly apply wounds as a snowflake stat). But overall the wound stats of armours can be kept as is while the overall chance to apply wounds would need an increase.