FIllIN13 Posted December 17, 2022 Share Posted December 17, 2022 Hi! I propose the idea that if a person is not successfully interacted with 4 times using a syringe, they are given a bleeder and the syringe has a broken needle, which makes it no longer usable. This way it will be easier for doctors to interact with patients because the patient will understand that they cannot move. Also, to avoid that the syringe can be stolen and you start injecting it on purpose, so that the needle breaks in your hand, you should make a warning sign, which will be visible for 1 second (like doctor/any other player pointing at a vein with a needle). That's it, I think these mechanics are interesting. Link to comment Share on other sites More sharing options...
Game Admin Whisper Posted December 18, 2022 Game Admin Share Posted December 18, 2022 Sounds like a cool idea to make med syringes more dependant on the patient cooperating! The only issues I can think of, would be someone purposefully breaking syringes into people, but that's it really. You seem to have covered this in the last bit, but I don't understand what you mean- Link to comment Share on other sites More sharing options...
FIllIN13 Posted December 18, 2022 Author Share Posted December 18, 2022 1 hour ago, Whisper said: Вы, кажется, рассмотрели это в последней части, но я не понимаю, что вы имеете в виду- Sorry, I'm just not an English speaker, so I use a translator. Yes, I explained it in the last part. To prevent the intentional use of this mechanic, you should add a warning sign for 1 second that the interaction will be made using a syringe (as if the doctor is pointing a syringe on a vein) Link to comment Share on other sites More sharing options...
Game Admin Whisper Posted December 19, 2022 Game Admin Share Posted December 19, 2022 13 hours ago, FIllIN13 said: you should add a warning sign for 1 second that the interaction will be made using a syringe (as if the doctor is pointing a syringe on a vein) Oh okay! I get it now, I'm just not sure how this will work with the current interaction system... since one interaction seems to do one event at a time with the result being either interupted or finished... maybe it would cause two interaction bars on use? I don't know if it's possible to queue a second action with a single use but that might work to give the warning! Link to comment Share on other sites More sharing options...
GeorgeGimme Posted March 2 Share Posted March 2 this sounds cool i would love for this to be added Link to comment Share on other sites More sharing options...
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