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Incapacitation Module

Sterling Parker edited this page Oct 7, 2018 · 2 revisions

This module is active in co-op games only!

Settings

  • Clamp Wounds - Prevents downed players from accumulating additional wounds or burns. If this is disabled, monsters will be able to keep stacking wounds, which may leave players with more damage than can be patched up. Recommended to leave ON unless roleplaying some super hardcore military action.

Mechanics

This module allows players to be incapacitated instead of dying. Other players will have a chance to revive downed players by providing proper medical attention.

Effects

Incapacitated players have the following effects applied:

  • Player health is clamped to 1 hitpoint ("Buddha" mode).
  • Crouching is forced, to simulate players being prone and/or crawling.
  • Fists are forced, meaning weapons and other "active" items cannot be used.
  • Players have all the normal penalties associated with low health (impaired movement, shaky vision, etc).
  • Players can still manage some of their inventory, pick up and remove items, and put on/remove armor.

Patching and Reviving

Incapacitated players must rely on their teammates to revive them. While this is not a complex process, some guidelines should be followed to prevent untimely deaths.

  • Have the downed player remove any environmental suit, backpack, or armor they're wearing.
  • Use a medikit or bandages to stabilize the downed player by patch any open wounds and stopping bleeding.
  • Once the player is stabilized, use a stim to give them a shot of adrenaline and get them back on their feet.

Warning: Players no longer lose all stim on death/revive. Make sure to check with a player and see when they last injected a stim, or you might overdose them!

Warning: It is possible to stim a player back onto their feet without healing them first. Indeed this might be preferable in order to get another gun into the fight quicker. However, a player that did not receive proper medical attention first might be in danger of immediately bleeding out! Care should be taken to assess the status of the patient before making any hasty revives.

Bleedout and Cooldown

Incapacitated players won't bleed out by normal means. Indeed, their open wounds may stop bleeding naturally while incapacitated. However, when a player is incapacitated, an internal two-minute countdown begins. If the player is still incapacitated when this countdown reaches zero, the player will die regardless of their wounds, burns or bleed status.

Immediately after a player is revived, their incapacitation "shield" is removed for a time and they can die for real if killed again. The "shield" is inactive for double the amount of time the player was incapacitated. When the "shield" recharges, the player can be incapacitated again instead of dying.

Please note these are a meta-game mechanics and are not communicated in-game. In other words, get revived players back on their feet quickly, and make sure they take at least a minute or two to recuperate after being revived!

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