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First aid proficiencies #53048
First aid proficiencies #53048
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Perfect! Now we only need mechanics and applied science practice recipes to eliminate the most difficult skill grinds of the game! (Food and Survival still don't have practice recipes, but they are way easier to level up and/or make practice recipes). Just a little suggestion, but for training to level 3 I would expect to have to train first aid skills in general, not just bandaging, the suggestion of Vormithrax on the reddit thread is good in that sense, just with the problem that it needs a body... Why not train those things in your own body? |
I'd add bandaging as a two-tier proficiency and route the practice through that. Healthcare as a skill governs too disparate things (from NPC diagnostics to making bootleg medication) that bandaging your way up to professional level would feel janky - I am aware that that's how it works now, but it really shouldn't. Not that practicing on make-believe wounds should get you far, but it's probably worth it to close the incentive to self-mutilate and bandage. |
I've updated this PR by adding first aid proficiencies, as suggested. I still need to do some cleanup and testing to ensure quality. |
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How many bandages do you have to use to get the proficiencies? |
I would strongly suggest adding training for the first level of first aid proficiency to the Paramedics (mag_firstaid) entry and the second level to the Guide to Advanced Emergency Care (emergency_book) entry in data/json/items/book/firstaid.json. Practice recipes are helpful, and I wouldn't necessarily remove them, but having meaningful resources to learn from makes far more sense to me. |
So, I am not super keen on calling this "first aid". That's too general. I would suggest we call these "wound care" and "advanced wound care" perhaps, so they might later affect disinfection and stuff but not, for example, airway management. The term first aid makes it hard to tell the difference between the proficiency and the skill, they cover all the same stuff. Otherwise, I think what you've got here is good, without looking deeply at the code itself. A later proficiency could be related to bone setting and splinting. I don't recall many other things we presently use healthcare for in game. |
Seperate commit because of web editor limitations.
Should the skill 'firstaid' be renamed too? |
No, the skill firstaid is in fact a catchall for all manner of first aid related activities such as bandaging and pharmacuticals and bonesetting. |
Summary
Content "First aid proficiencies"
Purpose of change
Introducing first aid proficiencies & low tier practice recipes for healthcare.
Describe the solution
Two proficiencies:
Effects:
Two recipes:
Both are low tier practice recipes, because in general bandaging has quite limited impact on general health care skill.
New proficiencies were added where applicable to professions and hobbies - especially medical and paramedical ones.
Describe alternatives you've considered
Adding some higher tier recipes using some less then ethical requirements.
@I-am-Erk can you shine some light at the topic and perhaps tell what could be the next step from here? Any ideas for expanding from this, like for example destructive use of 'higher' tier items as saline solution, disinfectant, splints, tourniquets, scalpels and maybe some other fancy lab tools like microscopes etc. to introduce mid to high tier practice recipes?
Testing
Light testing in game. Compiled. Proficiencies visible, applied in hobbies and professions. Trainable via practice recipes. Boost in first aid items quality visible on both tiers, time of application of first aid items reduced on both tiers.
Additional context
Inspired by a Reddit discussion.