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How does medical gameplay work today in 3.2, and how are we thinking it's going to work going forward?

TL;DRIn 3.2 medical gameplay is basic, using a MediPen or dying, while the plans are permanent injuries and more depth as described in Death of a Spaceman, which is still mostly accurate.

Corentin BillemontSystems Designer

Yes, 3.2 right now is fairly easy. Obviously, it evolved a bit over time; it's not what we had a long time ago. But right now, it's basically: you get injuries or you get bleeding or whatever, and you use your MediPen or you die, basically. So that's it. We have some stuff that is already in the code, like planned for it, like for injuring limbs and stuff like this. But it's not where we want to go yet. Basically we have this plan, but obviously it's not there yet. And the thing is that what we want to do is some kind of permanent injuries, like in Death of a Spaceman.

John CreweVehicle Pipeline Director

As we were reading through that during this post, there was quite a lot of it that is still completely accurate today, even though it was written four years ago, five years ago. It's still exactly what we plan to do. So in our heads, we had, oh, we need to do this huge design post about how much has changed. And actually, there isn't a huge amount that's changed. The design post talks about what Corentin said, how it is now, how we want to go in the future, so this more persistent damage, how people are going to be dealing with respawning from death and other sort of injuries, what side effects that has, why you choose to respawn at a medical ship versus going somewhere else, just things like that. When that was written, there wasn't a huge amount in game to sort of get your mind wrapped around, whereas now there is significantly more. So there's a lot more questions that have come up since then. It's not a huge, full, in-depth article like Death of a Spaceman 2.0. It's more like an appendix.

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Published on this date.20 Jul 2018