I've seen another message about disease, which I will second. In addition to that, I have some other modifications to the idea of adding disease/illness/infection and poison, and perhaps other things.
The affliction would present itself as symptoms, some of which could cause noticeable effects. Like making the person weaker, move more slowly, or even fall unconscious. Someone with medical skill would need to diagnose the patient to try to identify the affliction, then come up with a treatment plan. I could make pro/con arguments for each side of using the existing firstaid skill and adding a separate medical skill.
Research could cover being able to handle different afflictions. Something like remedy kits, antibiotics or the like could be purchased from NPC towns like first aid kits, and eventually research could be done to do production chains for them.
There could be good hooks if animals are ever added too. Though some of the early risk of getting attacked by animals and catching diseases would need to be offset by something from NPCs that can mitigate it for a cost.
Medicine - symptoms, diagnosis, treatment
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Peace Maker[Wander]
- Posts: 5
- Joined: Sat Feb 15, 2014 1:39 am
im suprised this hasnt been requested yet but why not add sicknesses into the game
Actually it has been requested before.
Link here:
http://www.lofigames.com/phpBB3/viewtop ... ase#p26352
And this isn't the only topic on it, I just chose the one with the most concise title.
Link here:
http://www.lofigames.com/phpBB3/viewtop ... ase#p26352
And this isn't the only topic on it, I just chose the one with the most concise title.
Relating to this topic a bit, I'm sure every one that has played has seen there are Narcotics for sale in NPC trade good shops.
T'would be awesome to include addictions and rehabilitation.
The only other game I've seen to attempt this is The Elder Scrolls series, but the only game-altering effect is a stat change whenever you're "jonesing" for more of whatever it is that has a hold on your mind (which could have been anything, one time in Morrowind I was addicted to health potions).
Addiction and rehabilitation carry a lot more weight on the body and mind than just simply slowing them down or making them less rational. At some points, it could even force you to go without food for several days (which does a lot more than just lower your Strength stat).
Thinking about this from a design perspective in Kenshi, it would turn this tormenting mindset into an enjoyable gameplay aspect (at least to me) if the affected would autonomously seek out ways to obtain their substance, refusing to do any assigned Jobs, alternatively performing Jobs that produce the materials needed to craft said substance, occasionally running off to the nearest town to get their fix, or simply just by draining your stash or cats over time all whilst denying the player to give any commands.
The character would be in-denial until confronted about his/her illness by another char through an action, as opposed to a lengthy dialogue exchange.
Once the inflicted has been provoked to face their illness, then they could go down several paths by either: remaining in-denial, abandoning the rest of the squad (either violently or non), or beginning the rehabilitation process (i.e. the player slowly regaining full control over the char).
This would also lead to future possibilities for indirect assaults by "debt collectors" or rival gangs/mobs looking to trash your operation if your outpost is producing the substance.
The diplomatic ramifications of a turf war that occurs through one or multiple other factions' territories would also be an enjoyable amount of fallout. Not to mention the # of NPCs in these factions that would have bounties on their heads.
To tie this in with other requests I've seen, this would be an excellent gateway to allow populating your outpost with NPCs, and don't forget the previously mentioned diplomatic ramifications and assaults (which may include sabotage, assassination, and robbery attempts).
T'would be awesome to include addictions and rehabilitation.
The only other game I've seen to attempt this is The Elder Scrolls series, but the only game-altering effect is a stat change whenever you're "jonesing" for more of whatever it is that has a hold on your mind (which could have been anything, one time in Morrowind I was addicted to health potions).
Addiction and rehabilitation carry a lot more weight on the body and mind than just simply slowing them down or making them less rational. At some points, it could even force you to go without food for several days (which does a lot more than just lower your Strength stat).
Thinking about this from a design perspective in Kenshi, it would turn this tormenting mindset into an enjoyable gameplay aspect (at least to me) if the affected would autonomously seek out ways to obtain their substance, refusing to do any assigned Jobs, alternatively performing Jobs that produce the materials needed to craft said substance, occasionally running off to the nearest town to get their fix, or simply just by draining your stash or cats over time all whilst denying the player to give any commands.
The character would be in-denial until confronted about his/her illness by another char through an action, as opposed to a lengthy dialogue exchange.
Once the inflicted has been provoked to face their illness, then they could go down several paths by either: remaining in-denial, abandoning the rest of the squad (either violently or non), or beginning the rehabilitation process (i.e. the player slowly regaining full control over the char).
This would also lead to future possibilities for indirect assaults by "debt collectors" or rival gangs/mobs looking to trash your operation if your outpost is producing the substance.
The diplomatic ramifications of a turf war that occurs through one or multiple other factions' territories would also be an enjoyable amount of fallout. Not to mention the # of NPCs in these factions that would have bounties on their heads.
To tie this in with other requests I've seen, this would be an excellent gateway to allow populating your outpost with NPCs, and don't forget the previously mentioned diplomatic ramifications and assaults (which may include sabotage, assassination, and robbery attempts).
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