This will be discussed with the Content team but mostly I want current public opinion on this matter as currently, medic RP is terrible.
What does this suggestion change/add/remove:
Part 1 - Revamp to the Downing and Healing System
Once a person's health reaches 0 (Unless he was headshotted) he will enter the "Downed state" unlike the current system he is uncuffable but shootable, he can be walked over (there will be no collision with entities).
During this state, the downed person is unable to "Give Up" this will last for 15-30 seconds (Needs further discussion).
By pressing E you may slowly drag him either to cover or closer to the medic.
The doctor's medkit will show what has been damaged on the wounded person (Left foot, Right Foot, Left leg, Right leg...), The doctor will have to heal the specific spots the wounded person was shot/damaged at.
Every Limb would contribute to debuffs such as:
Left Foot = 100%-0% = 100% Speed - 75% Speed
Right Foot = 100%-0% = 100% Speed - 75% Speed
Left Leg = 100%-0% = 100% Speed - 75% Speed
Right Leg = 100%-0% = 100% Speed - 75% Speed
Left Arm = 100%-0% = 100% Weapon Swap Speed - 75% Weapon Swap Speed
Right Arm = 100%-0% = 100% Weapon Swap Speed - 75% Weapon Swap Speed
Left Hand = 100%-0% = 100% Weapon Swap Speed - 75% Weapon Swap Speed
Right Hand = 100%-0% = 100% Weapon Swap Speed - 75% Weapon Swap Speed
Torso = 100%-0% = at 75% You start bleeding, at 0 % you go to the "Downed State"
Head = 100%-0% = at 75% Bad vision, at 0 % you go to the "Dead State"
(Only Torso can bleed)
All effects stack so
if you have your Right arm and left hand are at 0 % your Swap speed will be at 50%
or Left foot to 50% and Right foot to 25% your speed would be 31% Speed reduction
Dead State :
After a person dies in the Downed state either by shooting him or running out of his time he will enter the Dead State.
Medics can use their Defibrillator to try and revive the person for 10-20 seconds.
3 charges maximum will be used on a person with these success rates :
25 % // 50 % // 100 %
Each try takes 1 Charge of the Defibrillator.
After the 10-20 seconds elapsed there is no point of return and they will have to respawn at their desired location.
Current Items Changes and my additions :
Medkit - Given to medics // can heal 10-15 Limbs and can stop bleeding permanently // Can be refilled at the dispenser or an ammo stash
Field Kit - Obtained from the dispenser // Can heal 3 Limbs and can stop 1 bleeding permanently // Cannot be refilled but thrown away after depleted
Bandage - Obtained from the dispenser // Can heal 1 Limb or stop 1 bleeding for 5 minutes // Cooldown on the dispenser is 5 minutes //One-time use
Doctors Syringe Gun - Given to medics // Refillable syringe gun that can apply morphine on short-range // Refilled at the dispenser or an ammo stash
Morphine - Applied by Doctors Syringe Gun // For 1 minute ignore all debuffs and bleeding, gain instant max 120 health (it caps at 120) and a rush of speed.
After it runs out he will have 20% speed won't be able to shoot or interact and will have bad vision effect for 20 seconds. will continue bleeding Defibrillator - Given to medics // has 5 charges that need to be "reloaded" during their use // Used to bring back a person from the Dead State. Can also be used to reset the heart (New EST for psychiatrists) // Can be restocked at the dispenser or an ammo stash.
Part 2 - Command Structure and a new Job
Director of Medicine - Whitelisted
Medical Consultant - Whitelisted
Combat Medic - Medical License + !ApproveMedic by Medical Consultant+ (They would have their own Roster)
Certified Doctor - Medical License + !ApproveDoctor by Medical Consultant+ (Same roster as Combat Medics)
Doctor/Psychiatrist - Medical License
Medical Trainee - Total Level 5
Certified Doctor - Clearance 3 doctor that represents the medical department, he excels at Psychology (Can do the job of a Psychiatrist) and is an expert at healing.
Wears Biohazard gear to prevent infection when dealing with random SCPs
Part 3 - Effects of SCPs and mental health
Insanity - (This is an RP effect) After long exposure to SCPs person becomes insane. A person becomes irrational and has murderous tendencies, he understands simple concepts of a friend or not a friend but if he has a chance to kill someone he will take it and will enjoy every second of it (This is not RDM get out of jail card it just makes you want to kill trespassers/wandering d-class or in d-class view he will try and kill any foundation personnel in a crazy way, usually by using a dagger). This can be cured by a Psychiatrist/ Certified Doctor+.
Schizophrenia - After long exposure to SCPs person becomes Schizophrenic. A person starts seeing things that aren't actually there such as a keycard/a gun on the floor yet when he interacts with it disappears. Random people that he has never seen etc. Each time he interacts with one of these items or people he loses health. This can be cured by a Psychiatrist/Certified Doctor+.
Hyper-Activity - After long exposure to SCPs person gets a hyper-activity effect. A person starts moving uncontrollably such as jumping crouching and walking when it isn't necessary or appropriate. This can be cured by a Psychiatrist/ Certified Doctor+.
SCP 035 Effect after failed possession - You have an extreme urge to come back and put on the mask. All you can think about is the mask. You do not care what tries to stop you, you will put on the mask. After 20 Minutes of not treating this the urge becomes reality. The effect also stops if you see someone with the mask on. This can be cured by a Psychiatrist/ Certified Doctor+.
SCP 099 Effect (Everyone staring) - This can be cured by a Doctor/Certified Doctor+ by using either amnestic treatment or psychological treatment.
SCP 106 After Effect - Slowly decaying body parts after ~15 minutes all body parts are decayed and this effect will spread to the torso and the head. Will have to take ??? pills. This can be cured by a Doctor/Certified Doctor+.
SCP 939 Effect - After spending too much time around 939s chamber (30 mins per life) you start to forget who you are, where you are, and the people around you. After 12 minutes of not treating this you have an extreme urge to jump into 939s chamber. This can be cured by a Psychiatrist/Certified Doctor+.
SCP 7722 Effect - You have been around 7722 for too long. Your belief in Christianity is so strong you throw away everything unimportant and try to flee the facility in a non-lethal way. This can be cured by a Psychiatrist/Certified Doctor+.
SCP 682 Effect - You have been next to the lizard so long your hearing starts to get worse and worse with every step he takes. You do not hear and will have to rely on either sign language or written text to know what people want (/me signs: What the fuck do you mean you don't hear shit Private). This can be cured by a Doctor/Certified Doctor+.
SCP 096 Effect - That screaming creature has cannot shut up! Same effect as 682 you slowly stop hearing and will have to rely on sign language. This can be cured by a Doctor/Certified Doctor+.
SCP 1025 Effects - (Book of Common Diseases)
Can't walk - This can be cured by a Doctor/Certified Doctor+.
Can't Speak - This can be cured by a Doctor/Certified Doctor+.
Becomes Blind - This can be cured by a Doctor/Certified Doctor+.
Insanity - This can be cured by a Psychiatrist/Certified Doctor+.
Can't move - This can be cured by a Doctor/Certified Doctor+.
Schizophrenia - This can be cured by a Psychiatrist/Certified Doctor+.
Hyper-Activity - This can be cured by a Psychiatrist/Certified Doctor+.
SCP 409 Effect - After someone has been infected by SCP 409 Doctor/Certified Doctor+ will be called to pour a substance onto the subject to remove Crystals from the area (It also kills the subject).
SCP 966 Effect - When you are near 966 for too long you get Schizophrenia.
Custom GM Effect - Menu for GMs to make their own effect text explanation and how to apply it to who and when. Who to ignore and who to target and their Cure.
After curing mental or physical effects both parties are rewarded with 100 $ and some XP for doing so.
Part 4 - Changes to player models and changes to EST
This is quite an obvious one but the current player models for medics and doctors are outdated so with the revamp also would come model changes.
When it comes to EST it never made sense and it is time to change it.
If someone is disguised by using 914 or has any other anomalous effects it will be investigated by the medical team. Using the Kant counter will reveal the subject and use a Reality anchor to undo his anomalous shenanigans. When it comes to disguises those will be able to be stripped by the interrogation tool (There is no use for right-clicking anyway).
Possible Positives of the suggestion (At least 2):
A lot of RP and more Ideas for Diseases.
Passive RP for Combat
Updated Playermodels
A lot of things make more sense
EST stops existing (Or can be reused by psychiatrists)
Possible Negatives of the suggestion:
A lot and I mean ALOT of Development
But honestly this revamp had it coming since the medical department is currently useless
Based on the Positives & Negatives, why should this suggestion be accepted:
Other than Development there aren't really negatives other than public opinion
If you have read through the entire thing please leave a comment on what you think should be in and what shouldn't.
Of course your opinion matters as well but you also gotta keep in mind that these changes would balance a lot of stuff when it comes to combat, although I did skip some stuff such as armor and sniper rifles due to the fact that it doesn't involve the medical department.
What does this suggestion change/add/remove:
Part 1 - Revamp to the Downing and Healing System
Once a person's health reaches 0 (Unless he was headshotted) he will enter the "Downed state" unlike the current system he is uncuffable but shootable, he can be walked over (there will be no collision with entities).
During this state, the downed person is unable to "Give Up" this will last for 15-30 seconds (Needs further discussion).
By pressing E you may slowly drag him either to cover or closer to the medic.
The doctor's medkit will show what has been damaged on the wounded person (Left foot, Right Foot, Left leg, Right leg...), The doctor will have to heal the specific spots the wounded person was shot/damaged at.
Every Limb would contribute to debuffs such as:
Left Foot = 100%-0% = 100% Speed - 75% Speed
Right Foot = 100%-0% = 100% Speed - 75% Speed
Left Leg = 100%-0% = 100% Speed - 75% Speed
Right Leg = 100%-0% = 100% Speed - 75% Speed
Left Arm = 100%-0% = 100% Weapon Swap Speed - 75% Weapon Swap Speed
Right Arm = 100%-0% = 100% Weapon Swap Speed - 75% Weapon Swap Speed
Left Hand = 100%-0% = 100% Weapon Swap Speed - 75% Weapon Swap Speed
Right Hand = 100%-0% = 100% Weapon Swap Speed - 75% Weapon Swap Speed
Torso = 100%-0% = at 75% You start bleeding, at 0 % you go to the "Downed State"
Head = 100%-0% = at 75% Bad vision, at 0 % you go to the "Dead State"
(Only Torso can bleed)
All effects stack so
if you have your Right arm and left hand are at 0 % your Swap speed will be at 50%
or Left foot to 50% and Right foot to 25% your speed would be 31% Speed reduction
Dead State :
After a person dies in the Downed state either by shooting him or running out of his time he will enter the Dead State.
Medics can use their Defibrillator to try and revive the person for 10-20 seconds.
3 charges maximum will be used on a person with these success rates :
25 % // 50 % // 100 %
Each try takes 1 Charge of the Defibrillator.
After the 10-20 seconds elapsed there is no point of return and they will have to respawn at their desired location.
Current Items Changes and my additions :
Medkit - Given to medics // can heal 10-15 Limbs and can stop bleeding permanently // Can be refilled at the dispenser or an ammo stash
Field Kit - Obtained from the dispenser // Can heal 3 Limbs and can stop 1 bleeding permanently // Cannot be refilled but thrown away after depleted
Bandage - Obtained from the dispenser // Can heal 1 Limb or stop 1 bleeding for 5 minutes // Cooldown on the dispenser is 5 minutes //One-time use
Doctors Syringe Gun - Given to medics // Refillable syringe gun that can apply morphine on short-range // Refilled at the dispenser or an ammo stash
Morphine - Applied by Doctors Syringe Gun // For 1 minute ignore all debuffs and bleeding, gain instant max 120 health (it caps at 120) and a rush of speed.
After it runs out he will have 20% speed won't be able to shoot or interact and will have bad vision effect for 20 seconds. will continue bleeding Defibrillator - Given to medics // has 5 charges that need to be "reloaded" during their use // Used to bring back a person from the Dead State. Can also be used to reset the heart (New EST for psychiatrists) // Can be restocked at the dispenser or an ammo stash.
Part 2 - Command Structure and a new Job
Director of Medicine - Whitelisted
Medical Consultant - Whitelisted
Combat Medic - Medical License + !ApproveMedic by Medical Consultant+ (They would have their own Roster)
Certified Doctor - Medical License + !ApproveDoctor by Medical Consultant+ (Same roster as Combat Medics)
Doctor/Psychiatrist - Medical License
Medical Trainee - Total Level 5
Certified Doctor - Clearance 3 doctor that represents the medical department, he excels at Psychology (Can do the job of a Psychiatrist) and is an expert at healing.
Wears Biohazard gear to prevent infection when dealing with random SCPs
Part 3 - Effects of SCPs and mental health
Insanity - (This is an RP effect) After long exposure to SCPs person becomes insane. A person becomes irrational and has murderous tendencies, he understands simple concepts of a friend or not a friend but if he has a chance to kill someone he will take it and will enjoy every second of it (This is not RDM get out of jail card it just makes you want to kill trespassers/wandering d-class or in d-class view he will try and kill any foundation personnel in a crazy way, usually by using a dagger). This can be cured by a Psychiatrist/ Certified Doctor+.
Schizophrenia - After long exposure to SCPs person becomes Schizophrenic. A person starts seeing things that aren't actually there such as a keycard/a gun on the floor yet when he interacts with it disappears. Random people that he has never seen etc. Each time he interacts with one of these items or people he loses health. This can be cured by a Psychiatrist/Certified Doctor+.
Hyper-Activity - After long exposure to SCPs person gets a hyper-activity effect. A person starts moving uncontrollably such as jumping crouching and walking when it isn't necessary or appropriate. This can be cured by a Psychiatrist/ Certified Doctor+.
SCP 035 Effect after failed possession - You have an extreme urge to come back and put on the mask. All you can think about is the mask. You do not care what tries to stop you, you will put on the mask. After 20 Minutes of not treating this the urge becomes reality. The effect also stops if you see someone with the mask on. This can be cured by a Psychiatrist/ Certified Doctor+.
SCP 099 Effect (Everyone staring) - This can be cured by a Doctor/Certified Doctor+ by using either amnestic treatment or psychological treatment.
SCP 106 After Effect - Slowly decaying body parts after ~15 minutes all body parts are decayed and this effect will spread to the torso and the head. Will have to take ??? pills. This can be cured by a Doctor/Certified Doctor+.
SCP 939 Effect - After spending too much time around 939s chamber (30 mins per life) you start to forget who you are, where you are, and the people around you. After 12 minutes of not treating this you have an extreme urge to jump into 939s chamber. This can be cured by a Psychiatrist/Certified Doctor+.
SCP 7722 Effect - You have been around 7722 for too long. Your belief in Christianity is so strong you throw away everything unimportant and try to flee the facility in a non-lethal way. This can be cured by a Psychiatrist/Certified Doctor+.
SCP 682 Effect - You have been next to the lizard so long your hearing starts to get worse and worse with every step he takes. You do not hear and will have to rely on either sign language or written text to know what people want (/me signs: What the fuck do you mean you don't hear shit Private). This can be cured by a Doctor/Certified Doctor+.
SCP 096 Effect - That screaming creature has cannot shut up! Same effect as 682 you slowly stop hearing and will have to rely on sign language. This can be cured by a Doctor/Certified Doctor+.
SCP 1025 Effects - (Book of Common Diseases)
Can't walk - This can be cured by a Doctor/Certified Doctor+.
Can't Speak - This can be cured by a Doctor/Certified Doctor+.
Becomes Blind - This can be cured by a Doctor/Certified Doctor+.
Insanity - This can be cured by a Psychiatrist/Certified Doctor+.
Can't move - This can be cured by a Doctor/Certified Doctor+.
Schizophrenia - This can be cured by a Psychiatrist/Certified Doctor+.
Hyper-Activity - This can be cured by a Psychiatrist/Certified Doctor+.
SCP 409 Effect - After someone has been infected by SCP 409 Doctor/Certified Doctor+ will be called to pour a substance onto the subject to remove Crystals from the area (It also kills the subject).
SCP 966 Effect - When you are near 966 for too long you get Schizophrenia.
Custom GM Effect - Menu for GMs to make their own effect text explanation and how to apply it to who and when. Who to ignore and who to target and their Cure.
After curing mental or physical effects both parties are rewarded with 100 $ and some XP for doing so.
Part 4 - Changes to player models and changes to EST
This is quite an obvious one but the current player models for medics and doctors are outdated so with the revamp also would come model changes.
When it comes to EST it never made sense and it is time to change it.
If someone is disguised by using 914 or has any other anomalous effects it will be investigated by the medical team. Using the Kant counter will reveal the subject and use a Reality anchor to undo his anomalous shenanigans. When it comes to disguises those will be able to be stripped by the interrogation tool (There is no use for right-clicking anyway).
Possible Positives of the suggestion (At least 2):
A lot of RP and more Ideas for Diseases.
Passive RP for Combat
Updated Playermodels
A lot of things make more sense
EST stops existing (Or can be reused by psychiatrists)
Possible Negatives of the suggestion:
A lot and I mean ALOT of Development
But honestly this revamp had it coming since the medical department is currently useless
Based on the Positives & Negatives, why should this suggestion be accepted:
Other than Development there aren't really negatives other than public opinion
If you have read through the entire thing please leave a comment on what you think should be in and what shouldn't.
Of course your opinion matters as well but you also gotta keep in mind that these changes would balance a lot of stuff when it comes to combat, although I did skip some stuff such as armor and sniper rifles due to the fact that it doesn't involve the medical department.