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Being beaten up should allow room for roleplay, too many times have big brawls occurred and you just see everyone dead and respawning when realistically that wouldn't be the case (fistfighting).
From what I understand, you are suggesting that injuries merely sustained from fist-to-fist combat should not result in death, but instead should cause the player to be placed into an injured state. If this is what you mean, I like this idea. But how would this work if the player was to receive injuries from something such as a firearm or blunt weapon, and then 'finished off' by a combat hit? Would they still have the ability to die or would the 'finishing move' decide whether they can die or not?
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You are unable to die from vehicle explosions / stop vehicles being able to be blown up - too many times people suicide to avoid RP through this medium.
I agree with this suggestion - I have seen scripts on a number of servers that upon a vehicle being ignited, it is repaired to prevent it from blowing up, but is forced into a state of engine damage - its engine is prevented from starting. You are completely right about the conflict that vehicle explosions can lead to.
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Getting shot and having all of your health depleted will result in a death screen or injured screen. It will then allow information to be displayed with how many gunshots you have and whereabouts they would be located (For FD RP etc).
You must be in this injured screen for a specified amount of time to allow room for roleplay and reaction.
In addition you could maybe have some sort of "dragging" script that allows gangs to hide dead bodies or allows people to self-transport?
I agree that being shot/injured to the point of total HP loss should result in a restricting injured screen. I do agree that there should be some publicly accessible information on the injuries sustained by the person. IN terms of a timer for being in the injured screen, I feel as though there should be some sort of verification system to confirm that the injuries have been roleplayed to their full extent - I shall give a scenario where this would be beneficial. For example, Rafael gets injured in a gunfight and forced into the injured screen. There is a death timer of 300 seconds. Roughly 200 seconds after Rafael's injury, a medical team arrives on scene, who begin to roleplay treating Rafael's injuries. Rafael gets bored of the roleplay and has met his timer - he then decides to accept the death and respawn.
I think that in order to counter an issue such as the one aforementioned, those that wish to engage in roleplay with a downed person should be able to use a command such as /treatinjured or something of the sorts, thus pausing the timer and preventing the person from being despawned. However, this may be prone to abuse, should the command be available to all players. A player may decide to approach Rafael and type /treatinjured, and then run off, leaving him in this limbo state of not being able to respawn and not receiving any treatment. Perhaps a command would be necessary for Rafael to confirm that he is receiving treatment, but then again, he could simply refuse to type the command and then respawn when he gets bored of the roleplay. Most certainly food for thought.
As for the dragging script, I have no issues with this and I do believe that it should be implemented in some way or another for players that are downed.
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IF you are not revived in time and/or there is no roleplay, skipping this screen will respawn you either;
At your property/business if you own one and are a civilian.
At the nearest hospital / medical centre if you don't own a property and are a civilian.
At your faction spawn / designated faction spawn point if you are in a faction.
I see no problem with these spawn locations. I like the idea that you presented about there being a UCP option to allow for a change in the default spawn location.
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If your game crashes / you quit during a death screen it should return you to that point with some sort of check declaring that you are still in the process of dying.
I agree with this. It prevents the possibility of people force crashing to avoid roleplay, should such a bug be existent. I think it would be important for the injuries to remain logged in some way or another though - if a player crashes and then returns, the list of injuries they sustained prior to crashing should still be accessible.
I wanted to add that weapons should be able to impose different amounts of damage and reductions in HP depending on the following factors:
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The type of firearm used (eg differences in inflicted damage between a shotgun and a pistol);
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The range the firearm is fired at (if such as feature is plausible);
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The body part that the shot connects with (eg, causing more damage to a gunshot sustained to the head compared to a gunshot sustained to the arm).
I would appreciate any and all feedback on such a system, though it may be more suitable for a separate topic.
@Sparx