Medication | In-depth thread

Medication

I’m hoping to set some ground foundation for others to work off of in this thread. Its time to tackle medication and how it will function in Unturned 4.x.
Anyone who has played the game knows that medication is fundamental towards the gameplay, so this needs to be done right.

I will be using the 4.x Trello Wishlist as a reference for the concepts that need to be elaborated on. I will not go into detail with Defibrilation as I already have a thread for it.

Lets get into it.


Bleeding

“stages of bleeding”

In 4.x bleeding will go through some big reworks, introducing stages of bleeding.

Bleeding I (Non-Lethal)
Likely you got in a fist fight or smacked with a blunt weapon across the face. At the very worst, nibbled on by a zombie.

  • Light wounds will wear at your health at 100 Ticks
  • You cannot be killed by light wounds, it will reduce your health to 1%

Bleeding II (Lethal)
Caused by sharp traps and a large variety of the bladed weapons and gunshots.

  • Severe wounds will wear at your health at 50 Ticks
  • As the name insinuates, this type of bleeding can kill you
  • Low tier medical equipment will lessen Bleeding II to Bleeding I (Non-Lethal)
  • High tier medical equipment will be able to stop Bleeding II altogether

Healing

“some heals in stages, some over time, some instantly”
“some require you to be stationary”

Healing will not be the same. Heres some more ideas of how to present it in 4.x

Healing instantly
Limited to very few, these items will likely restrict you to stationary healing as well.

  • Medkits (Stationary)
    Takes 10 seconds to use
    Cures all ailments

  • Suture Kits (Stationary)
    Takes 10 seconds to use
    Cures all ailments

Healing in stages
Mostly the blood stopping items here. The blood stopping is instant upon use while the HP recovery takes a little bit of time to kick in.

  • Rag (Forced Walk)
    Heals 5 HP every 5 seconds for 5 seconds (+5% HP in total)
    Alleviates Bleeding II
    Instantly stops Bleeding I

  • Bandage (Forced Walk)
    Heals 5 HP every 5 seconds for 15 seconds (+15% HP in total)
    Alleviates Bleeding II
    Instantly stops Bleeding I

  • Dressing (Forced Walk)
    Heals 5 HP every 5 seconds for 35 seconds (+35% in total)
    Instantly stops Bleeding II
    Instantly stops Bleeding I

Healing over time
Slow acting but usually potent in HP recovery.

  • Bloodbag
    Heals 1 HP every 5 seconds for 350 seconds (75% HP in total)

  • Antibiotics
    Heals 1 HP every 5 seconds for 175 seconds (35% HP in total)
    Heals 35 immunity instantly

  • Painkillers
    Heals 1 HP every 5 seconds for 125 seconds (25% HP in total)

  • Vaccine
    Heals 1 HP every 5 seconds for 75 seconds (15% HP in total)
    Heals 45 immunity instantly

  • Vitamins
    Heals 1 HP every 5 seconds for 50 seconds (10% HP in total)
    Heals 10 immunity instantly

  • Splint
    Heals 1 HP every 5 seconds for 50 seconds (10% HP in total)
    Mends broken bones instantly

  • Morphine
    Heals 1 HP every 5 seconds for 25 seconds (5% HP in total)
    Decreases immunity by 5 instantly

  • Purification Tablets
    Heals 1 HP every 5 seconds for 25 seconds (5% HP in total)
    Heals 30 immunity instantly

  • Cough Syrup
    Heals 1 HP every 5 seconds for 25 seconds (5% HP in total)
    Heals 20 immunity instantly


Buffs

A completely new concept being introduced into 4.x
Here are some ideas for buffs for existing items.

Energized
Increases stamina recovery by 10% for 120 seconds.
Items that apply this are

  • Adrenaline
  • Bottled Energy
  • Bottled Soda
  • Canned Soda
  • Energy Bar

Toughened
Reduces Flinch/Grayscale by 15% for 90 seconds.
Reduces incoming damage by 5 for 90 seconds.
Items that apply this are

  • Morphine
  • Painkillers

Healthy
Reduces incoming disease by 10% for 180 seconds.
Items that apply this are

  • Vaccine
  • Antibiotics
  • Vitamins
  • Cough Syrup

That is all that I have to share.
Please keep the replies on-topic and constructive.
Thank you for reading.

10 Likes

This would be great!

1 Like

I tried my best to improve upon existing mechanics with simple yet effective changes.
Hoping it can get some acknowledgement.

2 Likes

“1 hp every 5 seconds” That’s not good. It would be better if “1 hp every second”

1 Like

This is…beautiful.

Seriously though, I feel like other games such as Rust do an excellent job with this kind of thing. We definitely need medicine to work in this manner.

I’d also like to say that I think Vaccines, being a high-tier med, should reduce incoming immunity damage by 20% considering how they typically should be a bit harder to find. Stamina recovery for all those items should be boosted to a 15% buff and perhaps the Energy Bar should be thrown in there. Also, the UI should accommodate a partially transparent section of the respective need bars that shows incoming regeneration, so basically if you use a med that restores health over time you can see a ghost bar superimposed over your actual health, showing how much health it will give you altogether.

I’ll also be working on some concept status symbols.

1 Like

Eh that seems a bit too fast. Chugging Cough Syrup won’t instantly make you feel better, it does it over a long time. I feel that 1 HP/s would be a bit overpowered instead of a survival-ish feel where using drugs over long periods of times would help more than just a quick minute of medication.

There should certainly be different types of medications which act differently.

Some should be instant, some should be over time, and some should apply a buff that runs for a certain amount of time.

Instant medications should generally be worse than over time medications. Over time meds should by the end of their duration give more than an instant medication. Example: Bandage gives 20 health and stops bleeding instantly (not really because of the animation but whatever) while a medkit gives 60 health, stops bleeding, and fixes legs, but takes say 10-12 seconds to actually use.
Cough syrup, while realistically wouldn’t take effect instantly, should in unturned, allowing for higher tier medications like vaccines to be timed but do more. Cough Syrup could give back say 15 immunity, while a vaccine would give perhaps 50 and maybe a small resistance to oncoming immunity damage like was said earlier in the topic.

I completely forgot about the energy bar, thanks for bringing that up.

This is not the real time. It’s unturned. Or… you can edit it from custom difficulties, would be better.

Could you explain that a bit more? I have absolutely no context to what you’re talking about.

Nevermind.

delet this

“kthx”

Beatiful do you mind if i add this to the compendium of ideas i posted for unturned giveing you credit of course?

Sure thing!

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