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Major Medical Changes Made

sugarvalves [1963573]
Medical items buffed. Cooldowns reduced. Reviving skill introduced. Outside hitter mitigation mechanic now in effect. Major obstacle to Ranked Warring removed!
Chedburn has just announced a major change to the way that medical items and reviving are used in Torn City. These changes will have a monumental impact upon the everyday lives of Torn’s citizens, with buffed medical items, reduced cooldowns, and the introduction of a revive skill rating all geared towards making warring more popular and less pricey for everyone, while also adding depth to the revive playstyle.

The aforementioned medical changes are explained in full in Chedburn’s most recent post which you can find linked here. But in case your attention span has reached its cooldown limit, here is a summary of what’s changed and why.


MEDICAL ITEMS BUFFED

Every medical item except morphine has been improved to provide more life recovery. The maximum medical cooldown you can reach has also been reduced from 24 hours down to 6 hours - a quarter of what it once was. With faction perks in play, the old maximum of 36 hours has now been reduced to 9 hours. Here are two tables that show how the new medical item values compare to the old ones:



LINK


LINK


There are a few additional changes not mentioned in the tables above, most notably that the Opium drug has had its cooldown reduced from 200-250 minutes to 120-180 minutes. Opium can now be used up to 10 times per day as a last resort when healing, and will also provide an additional +30% defense bonus - the provision of 50-100 happiness has been removed.

Neumune has also been reduced in effectiveness with regard to radiation poisoning, as it will now remove only half as much as it used to. To balance this out, Neumune has had its cooldown halved. The drug’s medical cooldown of 180 minutes per tablet now matches the amount of hospital time it removes, whereas it previously gave you 360 mins of cooldown for between 240-360 mins of hospital reduction.

And finally, withdrawing blood is now easier than ever, as the cooldown cost of filling an Empty Blood Bag (60 mins) is now only double that of using a full Blood Bag (30 mins) - previously it would cost you triple the cooldown. Under the new system, blood bags can be filled hourly. However, the life cost of filling an Empty Blood Bag has been increased from 20% to 30%, in order to match the amount of life they provide when full.


HOSPITALIZATIONS SHORTENED

Hospitalizations will now result in a 180-210 minute stay in the hospital, rather than 180-300 minutes. This means you can escape the hospital using medical items which cost you an hour of medical cooldown, whereas previously, you would incur 3-4 hours of medical cooldown upon discharge. These are the base values without any faction perks taken into consideration - we’ll discuss those later.

In normal circumstances, this means you can use two Blood Bags to get out of the hospital. The goal of this change was to balance the power of medical care further in favor of medical items over revives. The following chart shows how various medical items will work depending on the users’ medical effectiveness.


LINK


REVIVING SKILL IMPLEMENTED

The success of a revive will now be dependent on a number of factors, including a new attribute called Revive Skill.

As a reviver, your Revive Skill is determined by the number of revives you have performed. Each player has had their skill level calculated retrospectively using 10 years of historic data - you can find this information on the new Skills panel found on the home page, and in your Personal Stats. Your chances of performing a successful revive will be displayed on screen before you commit, with each reviver having a base success chance of 90% that rises to 99% depending on your skill.



You’ll notice that HughG_Rection has a very low chance of receiving a successful revive, but this has nothing to do with the fact that he has a massively engorged phallus. Each revive you receive as a patient now has a “revive success” chance. Your revive success chance is determined by the skill of your reviver and the number of revives you have received over the past 24 hours.

Each revive reduces the success chance of your next one by around 4-8%, with the exact amount depending on the skill of your reviver and when the last revive was performed. For a level 1 reviver, each revive a person has received within 24 hours reduces the success chance by 8%. However, for a level 100 reviver, this penalty is reduced to 4%. The impact of previous revives fades gradually over the course of 24 hours.

For example, let’s imagine that HughG_Rection received a revive 12 hours ago. If a level 1 reviver now treats him, their base revive chance of 90% will see a 4% reduction applied to it. This is because the base 8% penalty has degraded over time, giving his level 1 reviver a final success chance of 86%. If Hugh was then hospitalized and revived again immediately, the same level 1 reviver would now have a 78% chance of success because not enough time has elapsed for the 8% penalty to degrade.

The numbers are different for a level 100 reviver. In exactly the same situation, a level 100 reviver has a base chance of success of 100%, but their skill level would halve the revive penalty from 4% to 2%. This gives us a final revive success chance of 98%. If our level 100 reviver needs to revive Hugh again shortly after, their high skill level means the base penalty of 8% will be halved to 4%, meaning that we have a success chance of 94%.


Pictured: Graph courtesy of Proxima

The skill of your reviver also determines how much of your life bar will be restored by a successful revive. With a revive, life is not simply added to your existing total as it would be if you were using a medical item. Instead, a revive restores your life bar to a certain percentage. How much life is restored is now dependent on the skill of your reviver, with the percentage being identical to the level of the reviver.

Level 1: Restores a max of 1% life
Level 20: Restores a max of 20% life
Level 100: Restores a max of 100% life

This means that if your life bar is already higher than what the revive would provide, a successful revive will release you from the hospital but add nothing extra to your life bar. For example, a player who has 1000 / 5000 life while in the hospital already has 20% of their life bar intact. Any revivers below Level 20 who perform a successful revive will release their patient from the hospital with 1000 life. A Level 40 reviver will release their patient with 2000 / 5000 life, whereas a level 50 reviver will provide them with 2500 / 5000 life, and so on and so forth.


HOSPITALIZATION MERITS

A player with the maximum number of ten hospitalization merits will now enjoy a straight 50% boost to the time their opponent spends in the hospital (5% per upgrade). The previous bonus was 10 minutes per upgrade with a max of +100 minutes. Under the new system, bearing in mind the reduced hospitalization range of 180-210 minutes, players with the max hospitalization merits will therefore be able to hospitalize players for 270-325 minutes - the figure was 280-400 under the old system.


FACTION UPGRADES

The same amendment has been made to the hospitalization bonuses provided by the Hospitalization branch under the Aggression faction upgrade tree. This bonus previously increased outgoing hospitalization times up to 25% (2.5% per upgrade) but has now been doubled to provide 5% per upgrade up to a maximum of 50%. Players with both the max Hospitalization merits and the fully upgraded Hospitalization branch will therefore be able to hospitalize players for between 360-420 minutes.

No changes have been made to the main effects of the Fortitude main tree which reduces hospitalization times by 25%, at 1% per upgrade. However, the Medical Cooldown secondary tree will now add up to three hours of Medical Cooldown with 15 mins per upgrade, compared to the original figures of 12 hours mad at 1 hour per upgrade. This change was necessary due to the aforementioned reduction in all medical item cooldowns by 75%.

The Tertiary branch of this tree which allows players to gain up to 30% extra medical effectiveness (2% per upgrade) will remain as it is. When combined with the 10% boosts to medical effectiveness each provided by the Biology educations, BIO2360, and BIO2370, the resulting medical item values are as follows:


LINK


OUTSIDE HITS MITIGATED

To reduce the impact of outside hitters during wars, hospitalized faction members will be able to use the four main medical items without cooldown until they leave the hospital. This will only apply under two specific circumstances.

  • If you are removed by an outside attacker while defending or assaulting a territory.
  • If you are defeated by an outside attacker during a ranked war.
For clarification, the four main medical items are the Small First Aid Kit, First Aid Kit, Morphine, and Blood Bag. The use of these items will not count towards your cooldown while used in the hospital after one of the two aforementioned events has occurred.

An outside hitter is defined as any attacker who is not involved in an official territory or ranked war with the target’s faction - raiding is not included in this system. For example, if JFK and Relentless are fighting a territory war over multiple territories, anyone from either faction can attack anyone on any wall and it won’t be classed as an outside hit. However, if WarBirds aren't fighting JFK and one of their members were to attack a JFK member on the wall, this is counted as an outside hit.

This attack would not count as an outside hit if WarBirds are involved in a separate territory war with JFK at the time of the attack. If JFK and Relentless are fighting over at ABC, and JFK and WarBirds are fighting at DEF, WarBirds members could attack JFK's members who are on the wall at ABC, and it would not be counted as an outside hit.

When ranked warring is released, the same principle will be applied to this mode too. To put it simply, if your faction is involved in an active territory or wall war with another faction, any attacks you make against any of their members will not be deemed an outside hit. Where a group attack is made, outside hit mitigation will only kick in if the finishing hit is made by an outside attacker.


QUESTIONS AND ANSWERS

The following questions and answers were posed and answered by Chedburn and the Committee in anticipation of your concerns. We will add more if you have them.


What is the point of these changes?

To reduce the financial burden of revives upon warring factions, which should lead to wars being more affordable for a greater number of factions. This change was essential if the forthcoming Ranked Warring system is to be a success.

Why did you kill the reviving industry?

We didn’t. This system will result in fewer revives being needed per war, but it should be offset by an increase in the number of wars.

But revives aren’t certain anymore, so revivers have been punished?

You have a 9/10 chance to perform a successful first revive even if you have a Revive skill of 1. We've aimed for players to be able to receive between 6-12 reasonable revives per day. That means revive chance will generally stay above 50% with that amount of revives depending on the revive skill.

Do I now have limited lives?

You sure do. These changes will require a mindset shift for all players, as you no longer have unlimited lives. This will add depth and strategy to the art of fighting, rather than it being reduced to a mindless exercise in spawning and attacking.

Do these changes make it harder to defend against a stacked surprise attack?

Yes, as without the ability to bring in guests, and with bounties, revives, and outside help mostly neutralised, it will now be harder to defend. However, the mitigation of outside hits may also help reduce the impact of massive alliances upon smaller / loner factions.

Have you even thought this through, bro? Bro! Bruh?

My god, yes. Chedburn and the committee have discussed this system, its intricacies, and its effects at great length over nine internal threads. Chedburn is confident that this system is far better than the one he designed as an enthusiastic teen back at the turn of the millennium.

What if it doesn’t work?

The system has been designed in such a way that it can be altered if needs be, with plenty of scope for future changes. We will be watching closely to ensure that this system works for Torn’s players.


Original article

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