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| Re: [Feature Request] Health Conditions[message #334130]
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Thu, 10 July 2014 13:30 
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| Flugente |
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Messages:3499
Registered:April 2009 Location: Germany |
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Raw, non-ordered thoughts:
Lets call these conditions 'sicknesses'.
A sickness could be defined via xml. In there we have
- a name and a number to determine it ex- and internally.
- various contract chances depending on sector type, e.g. 15.
- contract chances for dirty water, human interaction, sex, drugs etc.
- a number notifying how many 'sickness points' one contracts, and how fast these rise (see lower for explanation)
- various effects, like lowered breath, lowered stats, lower sight range, lower morale, lower attractiveness (
), lower health regen (can get negative, like poisoning, so we could even die if untreated) Ever hour, for every merc, we determine his chance to be infected. This would then depend on the kind of sector he is in, and wether his squadmates are infected.
If a merc gets infected, he gets 'sickness points' for that sickness. He also gets extra sickness points for diseases he already has (e.g. +5% every hour).
A merc could also get infected by drinking dirty water or having sex, if the chance for that is > 0.
The higher the sickness points, the higher the penalties.
A disease can be healed by doctoring (optionally requires doctor trait). Applied healing is simply deducted from sickness points, if sickness points = 0, sickness is healed.
Optional: have sicknesses only be visible to the player once they reach a certain threshold. That way it seems to the player as if sicknesses build up over time. Example: Show 'sickness' if points are over 200. Malaria infection gives 100 points, ++5% points every hour. This would lead to an 'outbreak' after 15 hours.
Human contact contract chance is highly increased when doctoring. Item idea: Doctor gloves and breathing mask lower or completely negate this chance. Gloves have to be in inventory, Mask has to be worn. As a result, every doctor would need them to treat most diseases. They would be useful for the entire team, but would take up a valuable face slot...
Medicine for sickness is possible - would simply lower the sickness points by a specific, xml-ified amount. These items would give increased importance to Balime, which is good.
This would also increase the need for doctors, which is also good in my book.
One problem I see so far is visualizing. We can display what diseases a merc has on the laptop, and also display it on a tactical tooltip, but is that enough? The player might not check that every hour for every merc, thus miss it... and log messages can be overlooked too.
Also, if we use the sickness point mechanic, the number of sicknesses has to be declared in the exe. You could define them in the xml, but not define more than are allowed in the exe.
Also, you people stop giving me ideas. How am I going to finish the features I want if you alwas interject juicy little ideas? :sadyellow: :moosegrin:
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| Re: [Feature Request] Health Conditions[message #334135]
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Thu, 10 July 2014 15:10 
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| Leonidas |
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Messages:35
Registered:February 2014 Location: Germany |
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How about displaying a text in a lost-health-style (the passing numbers) about each merc in tactical?
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Private 1st Class
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| Re: [Feature Request] Health Conditions[message #334436]
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Tue, 22 July 2014 01:36 
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| Leonidas |
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Messages:35
Registered:February 2014 Location: Germany |
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We (and Grace!) need a cooking skill for Red and his famous, substantial, hunger stilling and deli... er interesting Scottish national dish called hagg... *duck and run*
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Private 1st Class
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| Re: [Feature Request] Health Conditions[message #334538]
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Thu, 24 July 2014 16:17
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| Leonidas |
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Messages:35
Registered:February 2014 Location: Germany |
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That's gross, but indeed biological. Hereby I request an evaluation if those nasty grenades full of environmentally hazardous chemicals could be replaced by completely biological fish grenades, that are much easier to handle concerning the disposal of toxic substances.
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Private 1st Class
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