--- tags: UX --- # Making Body Zones Redundant > [**Head coder pronouncements:**](https://hackmd.io/@tgstation/HyOAnhDPI#Body-zones-aiming) > Body zone switching is extremely clunky and takes you out of the flow and out of the immersion. Having a feature that uses body zone switching isn’t necessarily blocked, but it will be treated as a negative. This means any change with the goal of increasing the importance of body zone switching in combat, for instance, is denied. It is our goal to make body zones redundant while preserving as much depth as possible. This document will outline every use case of body zones, and if we have an intuitive solution for replacement. ## Damage targeting Body zones influence where you hit your target. It's not clear to me whether or not changes to core combat will influence this for better or for worse, but with current pixel combat, this could likely move to being based on where you click on the pixel of the character, simplifying down to upper/lower body. Not a great system, but our current one isn't really worth keeping. ## Eyestabs Based on pixel positioning--when your cursor is over the upper body, give a flat chance that becomes exponentially higher the closer you are to the eyes (with affordance to the fact that you shouldn't have to Literally Click The Pixels). ## Wounds Clicking on wound actions should tell you how to heal your own wounds, and perform the own action if you can. Clicking on your health doll (or examining yourself/your patient) should show hyperlinks over wounded limbs that would then give you the same information/action. Healing your own wounds is already a fairly unintuitive system, so any changes in this department are welcome. ## Healing items (sutures, regen mesh) Radial menu showing the limbs, maybe even with a basic representation of how much health they have (like you'd see on examine, maybe being more detailed with a health HUD). Right-clicking will target the last limb you targeted before. Having to switch per limb is already extremely clunky, especially if you do not have a number pad. This is a usability win. ## Surgery Already on a tgui menu. Limbs should be more obviously clickable. ## Gun suicides Currently aim at your mouth to suicide. Should probably change the actual suicide act to be delayed, unless you press an action button/activate the gun during the do_after. This is going to be especially intuitive after the escape menu exposes the suicide button to everyone. ## Hand holding Special emote, like \*shoesteal. We need a better UX for exposing these regardless, there's not a great place to put these. ## Kissing Kissing with mouth intent currently implies you kissed them on the lips rather than the cheek. Could become a right-click action. ## Please add more, even if you don't have a solution! ## Injecting Injecting is limited to the limb being uncovered, blocking the limb mid-injection will cancel it. Possible solution: Targets the arm by default, least likely limb to be blocked and is typically where you are injected anyways. Head could be second priority? ## Amputation shears Currently amputates the limb you are targeting Possible solution: Use a TGUI menu like Surgery? ## Syringe guns They check if the limb you shot at is exposed Possible solution: Same as Injecting, possibly?