Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Disease
Re: New Feature: Disease[message #334924] Sun, 10 August 2014 18:27 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Gambigobilla
Yet another awesome feature. Kudos!

But awesome features brings questions;
1. Is zombies feature integrated with this? Will there be zombie apocalypse? Can i send my spy with a syringe of T-Virus to an enemy controlled sector and after a couple of days can i enter with shotguns and flamethrowers (or bolters) to purge the city from zombies?
First, I'm inclined to get rid of the current poison system altogether, as this new system is vastly superior.
There is the possibility to add a new disease - the T-Virus as you describe it - and have that slowly turn you into a zombie. This would be very neat, as you'd have a visual indicator and would experience all kinds of side-effects. We could then simply turn a merc into a zombie without having to go through the corpse phase altogether. That would work. Infection by zombie bite is easy then.
Infecting the civilian population would work similar (just make disease #0 the T-virus). The hard part would actually be the turning - if we turn them in strategic, they would fight in autoresolve against the army, making this somewhat anticlimatic to the player. Thus we would have to turn the entire sector around, so that the player is thrown into a sector with a full-scale zombie infestation.
Harder part is that currently zombies aren't saved when leaving a sector.

All that can be solved however, so, why not?

Gambigobilla
2. Who the hell plays the game more than 9 months to actually have babies?
I assume Gorro would. Babies make for cheap labour :silly:

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