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2018-08-14 Bandages, Helmet, Emission Detection. Falling Damage
#5
I remember a lot of those fixes as old bug reports, at least a couple of them reported by me on the old forum. So awesome work seeing them gone!

(08-14-2018, 02:43 PM)Haxus Wrote: Bandages
Someone pointed out that getting instant health from a medical kit is not very realistic and can be exploited in battle by someone who is quick to hit the heal button.

Use of a med kit now applies a bandage to the patient's body. A bandage heals 10% of the body's max hit points every 10 seconds, adjusted for bandage quality. When the body is fully healed, the bandage falls off.

Surgery station applies a bandage instead of healing instantly. The bandage appears on the patient's image on the surgery station. It can be selected to view its Q but you can't remove it. It falls off automatically.

Med kit and surgery station will not apply a bandage to someone who does not need one.

Bandaging an unconscious person applies the bandage but the bandage does not heal them until they are resuscitated.

A body can only have one bandage at a time. The current bandage can be replaced by a bandage of higher quality.

Seems like a nice change.
Will prevent the old "poor man's EVA-kit".

At every 10 second interval you could make the bandage do a quality test, if the test fails the bandage falls off early.

(08-14-2018, 02:43 PM)Haxus Wrote: Emission Detection Signal Strength
Can the energy emission detected on unexplored systems give an indication of signal strength?

A signal strength bar now appears below the yellow dot painted on unexplored systems where energy emissions have been detected.

This might be useful for all systems, even explored systems. So we can see the signal strength of explored systems.
For example to see if an explored enemy stronghold has increased in size, or detect energy emissions from fleets hiding in explored systems that don't have cities.
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RE: 2018-08-14 Bandages, Helmet, Emission Detection. Falling Damage - by Deantwo - 08-14-2018, 04:41 PM

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