Recently Nelson has created a Trello board for cataloguing popular/well thought out suggestions regarding Unturned II and to highlight key ideas from those threads. Currently, only 3 cards exist on the Trello, only 1 of which is relevant to this topic. “Metical Posts” is the thread I want to touch on. Unlike the Armour card, this post has a lot more information regarding what we’re likely to see and not see in Unturned II regarding health. For the sake of convenience, I’ll include screenshots from the card itself.
Before we dive into this card I’d like to express how this Trello makes me feel. Very Good. Very, Very Good. We finally have something that explicitly says “No” and “Yes”, we know what Nelson has seen, and we know what Nelson wants to try to remember, it’s in heavy contrast to the Roadmap, which only gives a rough idea of what Nelson has planned for certain features.
I’m pretty sure everyone can agree that 3.x’s Health system only really met the bare minimum of what a Health system could be, I agree that medical items being the same as weapons in 3.x are unnecessary, and they work better as icons in the inventory. The one thing that was helpful about the old system was the ability to bind healing items or other medical-related items to use quickly, but I’m sure something like this will be implemented to allow for quick use outside of the inventory. Perhaps something like Skyrim’s quick inventory system, The Witcher Series’s Weapon Wheel, or even BOTW’s quick-swap system could work well.
Huge fan of the Knocked system, I can see it being annoying though if someone is continually knocked down in a fight, only to get back up a few seconds later. One of my least favourite things about Unturned 3.x is when you’re shot and you’re left on 5 health, but you’re also bleeding out and then you just die because you can’t react fast enough to pull out healing and then apply it before you bleed out, literally the worst feeling in the world. A system like this would help to prevent some of the misery gained from bleeding out like that, while still putting you out of the fight for the time being. It also prevents stupid situations in which you punch a friend, not knowing that they’re on low health, and them dying because of it. This knocked system could be entirely skipped when it comes to physical contact with the Turned, as the plague would’ve likely fully infected you by that point.
Weapons having different damage types is a must. A common pistol shouldn’t deal the same kind of damage as a .50 Cal Sniper.
Nausea and Withdrawl from “dangerous drugs” are interesting. I’m a little sceptical about Withdrawal however, I don’t want to end up in a situation where I have to take a hit of Crystal Meth every in-game hour just to not die.
Medkit arrangement/management is also a neat concept, could be pretty fun if it’s a drag and drop system in the inventory. Medkits should also not be fully consumed like they are in 3.x they shouldn’t be consumable at all, they should just be a container for other medicine that you would have to unpack to use.
Regional damage could also be cool. There should be clearly defined boundaries, however. Certain regions should not result in instant death if critically damaged/broken, even the head. Individual legs breaking would be cool to see, it might even be useful in some cases, though I am admittedly struggling to think of them. The arm concept is interesting, but as Nelson pointed out, the system could feel random in spray fights, even more so than it already does in 3.x.
This is my favourite section. Depression is pointless due to being easily ignored and not easily implementable in any meaningful way. Morality is something that should be saved for NPCs, you can’t force it onto players. No insanity for the same reasons as Depression.
I would like to add more to this category in particular. It’s the standard; No mental disabilities and only a few effects from diet.
I know that the “You should get fat if you eat too much.” suggestion is a joke, but I’m not completely opposed. The way I see it diet could have a slight impact on the player, if you eat high quality food, then you gain minor stat boosts, if you eat poor quality food, then you gain minor stat hits. No getting morbidly obese because you only eat cake and chips. High-quality foods would be stuff like Cooked Meats, Vegetables, Most foods with a high “quality percentage”. Low Quality food would be stuff like Candy, Junk Food, Uncooked Meat, food with a low “quality percentage”.
I would also like to hear some things you would want to be added to the “No” section of this card.
You made it to the end!
(suck it J)
Like most of my longer threads and History essays, I wrote this around 1 am, so hopefully, there aren’t a ton of grammatical errors. If you see any glaring ones feel free to point them out, I’ll fix them when I have the chance.