# Fleshmed "brief:tm:" overview this doc is a brief overview of the fleshmed idea. 2 more indepth (but at the time of writing somewhat outdated) docs exist that dwelve into A LOT MORE detail fleshmed is a medical system that seeks to fuffil the following requirments * remain *relatively* simple on a surface level for newcomers. but provide a large skill celing for experienced medics * increase medical variety and complexity. the new core gameplay of medical is to diagnose conditions and then treat them whilst keeping the target kicking * dying has consequences mainly a nasty decaying debuff for those who come back from the dead * keep the combat balance simular to current bee (no random lucky heart shots that instasntly down a target or having to slam a person 50 times) * maintain beestation level forgivness (in bay going into space for 0.1 seconds instantly destroys your lungs. here your lungs will still hurt over time but there will be no systems that instantly fuck you over in the field of accidents) * make organs actually matter in the field of medicine (as is organs are hardly injurd in day to day shifts) * adress some issues bee's been having with medical and combat mainly. inury and revival recovery not being instant... (john sec got killed and is back hunting 5 minutes later) * dwelve into makeshift field and alternative medication. to ensure tots spaced crew and medicalles(bombed) stations can still scrape by * buff solo type antags medically speaking. with better crit resistance and the ability to preform self surgeries. the lone wolf needs self help * an extremely modular design that would allow easy creation of unique races. as they are all defined modular legopieces stitched together # core ideas -fleshmed is a brainmed varation. all carbons have bodily processes that tie and intermingle together to ultimately support vitality. the ultimate process that handles the carbon's life (often stored in the brain) -fleshmed is highly modular. bodily processes can be tied to any fleshlayer,bodypart,organ or even other values like blood volume or power -all carbons are made of at least 1 usually more flesh layers lined over all bodyparts one under another (skin,bones,organcavity). alongside organs. they serve various purposes -ALL damage is stored in wounds. altough only severe or more special wounds have negative effects on you moderate and mild wounds meerly hold damage -pain is used to keep the system simular to current bee damage wise. 100 pain for minor paincrit (diffrent from standard crit) # the design ## the carbon the topmost property of a carbon is the racetype. parent for fleshlaers where generic properties that arent dependant on specific layers are defined at. * bodypart HP - list where the HP of all bodyparts is defined (nonhumanoids mainly) * pain treshold - pain till paincrit (antags mainly) * define of custom race values (IPC&Etheral power, ling&xeno plasma) * define of custom processes * define safe tresholds for processes and bodyparts. (while a process is within the safe treshold processes that derive from that process dont suffer penalties) * define bloodtype if any ### 1 fleshlayers a flesh layer defines the following list of properties alongside holding wounds * HP distribution - % value of how much of the bodypart's total HP is given to this fleshlayer * bodypart effitiency contribution - % value of how much this fleshlayer contributes to the bodypart's effitiency. * bloodsystem - selects a bloodsystem *currently 2 predefined* a fleshlayer needs a bloodsystem defined for its wounds to bleed * closed circulatory - standard arrangment * open circulatory - bloodpumping +20%, boosts bloodloss by 100% on all wounds * armor values - 3 variations exist * wound tables - if a wound table is listed the carbon can be harmed by damage types that have proper wounds coresponding. some tables also define variants of wounds and special wounds that are gained via special conditions (examples - space inflicting ruptures. a bleeding variant of bruses and carcinomas a very special wound with a random chance to spawn under severe radiation exposure). if a wound table lacks a woundtype to corespond to a damage subtype. go for the wound of the damage type the subtype is a child of. if there is no damage type entirely coresponding. the entity is IMMUNE to that damage type (IPC's immune to toxic wounds) ### 2 processes. the bodily processes of a body chained together keeping the body alive. often tied to one another. they come as inputs and outputs to organs. deffitiency in a base process causes degrading preformance in the outputs of the entire chain. it will be up to medical to both maintain the processes lest the patient dies and to locate the cause of the degrading process. witch may have diffrent and overlaping causes * all processes have safe tresholds. once exeeded alonside the benefits of higtened processes above 100% there are progressively worsening downsides... powergaming every drug to become demigod is a quick way to get a heartattack while your limbs tear themselves off your arms from sheer force (prevents powergaming and adds risks for using to many/hard stimulants) * all processes are abstract and absolutely attachable to everything. including the vitality. one could have a organism who's blood ties to their life. or heart * list of generic processes most races have. they may be tied to diffrent organs/fleshlayers/values however * vitality - the defacto end endprocess of most other processes is vitality. when vitality reaches 0 the carbon dies. * the carbon enters crit when vitality reaches 30% (crit and paincrit are two diffrent conditions entirely) * vitality is your life. if that goes to low you'll feel like shit and at 0 you die. * cannot go above 100%. * concousness - seperate but often located in the same place as vitality. unlike vitality it can reach 0 without you dying. and many drugs may induce it * induces fatuige and eventually knocks you out as the value drops. restores on its own. getting shoved, hit or intereacted with restores it somewhat * does not go above 100%. safe treshold determines the values at witch fatuige and knockout occur at * breathing. affected by the external atmos. the part tied to it is made **exposed** meaning it will be affected by atmos conditions like heat,cold and PLASMAFIRE unless its covered (wearing internals covers this process) * if the breathing part is injured the carbon will cough periodically * if the breathing part is injured with bleeding wounds the carbon may cough up blood * if bellow minium safe treshold. begin negatively hampering subsequent processes and shortness of breath, if above. has no max treshold * bloodvitality - a generic term for bloood oxygenation (as there's no guarantee all life utilizes oxygen) * doesnt do anything inherently. it is often the process tied to organ and limb functioning * chem processing - handles chemical processing. simple as * pain sensitivity - multiplier to pain sensation functions such as having the pain overlay or feeling internal injury. if it goes to low bellow the minimum safe treshold * (pain) - modified exclusively by drugs. and the base satate of the carbon (pain exists as the system that keeps damage dealt roughly simular to bee's oldmed before a person drops. rather than having to always aim for the heart to down someone ~100dmg inflicts paincrit) * sight - determines vision. * has no safe tresholds (cant see so well you get hurt) * above 100% provides the ability to see distance limited actions such as the use of tiny items at greater range. 1 tile per 10% * at 200% grants binocluar scope vision ability * if the sight organ is exposed by default (eyes located in the eye slot) sight organ may be harmed by atmos effects unless eyecovering items are equipped. * hearing - determines hearing * the titular flesh. in fleshmed all carbons are legobricks consisting of the following components on their bodyparts - fleshlayers are a carbon's primary. body. and the holders of most of the carbon's everything including organs and wounds - the fleshlayers. a fleshlayer is a layer of a carbon's body that holds data. a carbon consists of one or more (usually more) fleshlayers with diffrent properties overlayed ontop of each other. * fleshlayers hold the properties of species,organs,properties of the flesh layer like damage resistances. armor values, blood circulation and properties, and some definitions of what type of fleshlayer it is, what type of wounds it can precieve, pain multipliers and so on * used in damage calculations. damage digs down trough fleshlayers depending on the attacktype's armor penetration (layers and organs only have a chance to be hit). having less fleshlayers puts the organs to more risk (poor boneless oozelings) (example. basic human) (all data is example) * flesh - skin and muscle layer. * recieving "fleshy" wounds. * share of total bodypart hp 60% * feels 100% pain. * holds closed circulatory system with human blood in it. * 60% importance to limb effitiency * effitiency vital (yes) *even if total hp isnt low enough for a limb to be disabled if this layer's hp is 0 on that limb. it will be disbled anyway * * visibility false - you cannot detect wounds on lower fleshlayers without medical tools * reachability false - you cannot tend wounds on lower fleshlayers unless you make a opening (or a open wound exists to be used as a opening but that's not ideal) * bone - a protective and motor support layer mainly existing to keep organs safe * share of total bodypart hp 40% * feels 50% pain. * no circulatory system (wounds cannot bleed) * 40% importance to limb effitiency * effitiency vital (yes) *even if total hp isnt low enough for a limb to be disabled if this layer's hp is 0 on that limb. it will be disble * minor armor value * visibility true - you can see organs and organ wounds without cutting trough bone * reachability false - you still have to cut trough the ribs however * organ holder layer - the space where organs lie * has no properties and cannot be interacted with. simply holds organs ## the wounds and conditions in fleshmed ALL* damage is wounds from the smallest papercut to getting hit by a semitruck. conditions are woundlike objects that dont hold damage and usually possess special properties (such as organ or limb modifiers or disseases. or perhaps even augments) (daamge types that dont apply to wounds but per bodypart and or organ) oxy,stam,strain * wounds exist in categories and severities in a list. when damage is dealt. the type of fleshlayer compares to the damge type what wound to afflict (if a fleshlayer has no coresponding wound type for a given damage type. that fleshlayer is IMMUNE to said damage and the damage is just... ignored (example - ipc's and toxic damage)) * damage tends to be atracted torwards wounds. but still has a chance to create a new one. the more wounds you have the more likely furher attacks just damage a wound further (note attacks may deal multiple wounds at once to multiple fleshlayers as it penetrates the upper one. but may only deal one wound per layer) * wounds exist in tiers of severity depending on how much damage a wound has built up more sever wounds are harder to tend, treat and cure * most wounds inflict pain. that's the main source of pain critting a person some wounds have diffrent pain multipliers * wounds heal on their own. tending simply eliviates their negative effects and speeds up this process * wounds can be tended, treated and cured. reducing their negative effects and speeding up their recovery. tending (1-50) treating(51-100) curing (instantly removes a wound (rare and special) * higher the tier wound. more involved methoods count for treatment and less effective the tendings (what would be a solid treatment action for minor wound would be meerly a minor tend less than half as effective for a severe wound) * tending a wound is the act of preforming superficial and relatively medical treatment to somewhat aliviate the wound's negative effects and reduce the odds of it getting worse. simplier * treating. is a wound properly being treated its negative effects are greatly eliviated and the odds of it geting worse are nearly 0. greatly speeds up wound healing * curing. higly advanced or special treatments that INSTANTLY cure a wound. usually either required for a special wound type OR VERY expensive to preform on a generic wound... if that person ABSOLUTELY has to get back to action * wound conditions. wounds may come with or develop special properties like infection or bleeding * wounds have development trees where a wound has a chance to advance or be advnaced to a special wound. for some wounds that may occur with time due to neglect like infection. and to other just a random bad luck where a wound increasing in severity becomes a special more severe version of itself * tended and treated wounds that recieve additional damge have their treatment reduce when it reaches 0 the wound is fully reagrovated and even more damaged than before. the tending slowly "heals" itself but if reagrovated it must be reapplied. (dont go throwing hands whilst healing as you are incredibly squishy in that state) * wound multidamage and wound type shifting - wounds may hold multiple damage types on them. the dominant damage type will determine the type of wound and additonal damge may change a wound with the previous wound type meerly being a additonal property. for example a cut may be cautarized into a burn with enough dedicated burn damage. getting shot with lasers is an "amazing" thing to happen to you after a swordfight * wound visibility. wounds located in lower fleshlayers require fleshlayer visiblity (oozeling skin,bones) or a incision/open wound to become visible without a scanner * wound accessability a wound on a lower fleshlayer requires a opening to be accessed and tended (surgical opening) ## damage types, flesh and armor armor now provides flat damage reduction ie 25dmg - 10armor = 15dmg damage and armors have been expanded into subgroups. diffrent damage subgroups have diffrent armor penetration properties. * brute * blunt (40% AP) * slash (10% AP) * pierce (70% AP) * stam (null) * burn * heat (%AP = dmg * *1.5*) * electric (%AP = dmg * *1.5*) * fire (%AP = dmg * *1.5*) * stun armor is distributed into base armor and subarmor * base armor (brute,burn) blocks against all subgroups BUT the supgroups bypass % of the armor based on their AP * subarmor only blocks against that specific subdamage but the damage doesnt bypass a % of it (blunt,slash,pierce,heat,electric,fire) * half of the blocked damage is converted into stam dmg. this stagger damage has to then bash itself against any remaining armor to be applied onto the target example: padded riot armor that has 10blunt (20brute,15slash,0pierce) blunt hit of 30 30-(10*0.6)bl = 24 > 24-20br = 4blunt passed, 26 blocked 13-0= 13 stagger applied slash hit of 15 15-(10*0.6)bl = 9 > 9-15 = 0 damage, 15 blocked 6 remaining armor 15/2 (rounded up) 8-6 = 2 stagger damage pierce hit of 20 20-(10*0.6) =14 > 14-0= 14 damage and 6 stagger damage flesh layers operate as follows ignoring inherent fleshlayer armor. a flesh layer intakes %HP of damage. meaning that at the start it takes (damage - AP) with the rest going down to the next flesh layer. and that a flesh layers becomes less and less effective at taking damage as it gets more and more injured letting more and more damage to the lower layers and eventually the organs some flesh layers and all organs have a %hit chance (like bones for example) meaning that based on random luck damage may miss the bones entirely or hit them. and organs are always a dice roll flesh layers have armor values reducing damage taken. flesh layers also have access to a special "armor" type * reflect armor - if the dmg dealt was less than the armor's value. reflect it back to the previous flesh layer's most recently gained wound (used in bones where bones dont take damage if the damage dealt was less than 5. damage is reflected back to the skin) ## medical rebalances * health analyzers can only detect revealed wounds. the new full body scanner at medical can be used to detect internal injuries and "special sneaky injuries" (altough patients could also feel their internal injuries if they are suffitiently painfull) * makeshift medical equipment can crafted be made for players with no accsess to dedicated medical (such as makeshift medical suplementaries or even makeshift health analysis kits). * clothes and cloths can now be ripped for bandages * makeshift maint chemistry is to be made possible (curtesy of pigeon) * medical suplemental equipment may be made to assist injured players. like walking canes splints and other to mittigate the debuffs of severe injuries until they heal fully * several integrated system machines that suplement bodily functions. such as assisting breating and bloodpumping. can be found at medical. more can be bought form cargo. however they loose charge overtime the longer a patient is using them. and more time they need to recover so dont relly to much on them. * stasis beds no longer fully pause the body. they meerly slow down its processes greatly giving more time. stasis beds also loose charge overtime and need time to recover ## medical practices * surgery * in fleshmed surgery consists of more fundamental blocks rather than prebuilt procedures. partually because diffrent races may not need some steps like bonecutting. and diffrent patients may require totaly diffrent steps for the same treatment depending on their fleshlayers and the specific situation of the patient * for example creating a surgical wound to check the lower fleshlayer, is several procedures for diffrent fleshlayers like skin,bone,carapace shell(apids) wharever else **toxins and antitoxins** * all toxic chemicals now may deal one or multiple of 4 types of toxic "damage". that do diffrent things * additonaly all chemicals may now hold a property that makes them target a specific bodypart/organ (if there is none it will spread equally between all bodyparts and organs) (if it targets a bodypart it will also target all organs in it head/chest) * antitoxins also follow the trend of toxnis. and exist in 4 versions that counter the poisons. toxinlovers have the two inverted * white - deals strain damage to given bodypart or organ. (strain damage is simular to stam damage. but heals slower leaving targets paralyzed) * white antitoxin "damage" subtracts the damage * yellow - doesnt care about bodypart. increases blood toxicity in the body (blood toxicity reduces bloodoxy whilst dealing strain dmg to organs and bodyparts randomly. more severely depending on its concentration. it goes down slowly on its own depending on tox removal body process) * yellow antitoxin "damage" subtracts blood toxicity * red - inflicts toxic wounds on the target bodypart. toxic wounds are nearly painless but heal exeptionally slowly. on one hand they cant paincrit you. on the other you have a hard time noticing them. especially if they are internal * red antitoxin "damage" treats toxic wounds * black the rarest and most dangerous - inflicts cell death. inflicts two woundtypes. one bleeds. theese wounds have a higher chance to turn into necrotic wounds * black antitoxin "damage" treats the wounds caused by black toxins and counteracts chemicals that inflict black damage **disseases** * 2 new dynamic symptoms have been added. some of the more severe disseases may randomly generate theese symptoms. at higher severty depending on the severity of the dissease * toxic - picks one or multiple of the 4 poisons and picks one or multiple organs to affect with said poison. higher severity picks more target parts, more toxins and higher amount of damage dealt * inhibiting - picks one or multiple bodily processes and or organs each stage increasingly hampers the processeses/organs picked. severity picks how many and witch organs/processes and by how much to reduce them at max severity * immunity. is a bodily process that can be boosted by certain drugs and a good vitamin diet. algonside immunity affects (with a base value of 100%) * chance to resieve or block a dissease * slows or speeds up the growth of a dissease * natural curing speed (a secondary backup methood of curing form a dissease. now that viro is gone) not optimal if you can cure it with viro. as its quite slow by default * immunity must roll random number to detect the dissease. this value is determined by the immunity strenght vs the dissease stealth - dissease stage * once the dissease is detected immunity begins to build up. the amount of buildup needed is determined by dissease stage and dissease resistance. the immunity value determines the speed of this buildup. once it maxes out the dissease begins to reduce severity until its gone the speed of witch is again determined by immunity strenght ## additonal notes * special wounds like cancer, and special medical conditions may be rare... but they can still happen * new disseases and special wounds and conditions =) * new drugs and medications that play with various systems * new advanced medicines that can only be bought from NT for a preimium. usually quite costly. including mirracle drugs and tools