Illness adjustment - more dynamic
Posted 2020-11-03 16:29:45
I agree that there should be some sort of balance between the biomes. Overall this seems to be a great idea that will make the game a bit more realistic. |
Kiri #1023 |
Posted 2020-11-03 16:34:47
I forgot to hit sendand my phone deleted everything but full support!! I think the "flu season" everyone seems to think is in winter should actually exist. a |
Opossum #1967 |
Posted 2020-11-03 17:07:12
I'm a bit iffy about illnesses surrounding different biomes (because it'd be difficult to balance them properly), but I fully support illnesses being dynamic with the season! It really just makes sense and adds that extra bit of realism. |
Tech 3.0 #5155 |
Posted 2020-11-03 17:26:54
Support! I think it would be cool for each biome to have its own unique (but rare) illness also - It should be rare enough that it isn't overwhelming with all the other illnesses, but your lead and scouts could potentially get it from going to different zones. The cure could be something pretty simple using herbs found in every biome, maybe? |
badweather #1805 |
Posted 2020-11-03 20:20:53
No support, the system was made like it is for a reason. Anything else would be too hard to code |
Orion #1812 |
Posted 2020-11-03 22:10:47
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Pengu #6203 |
Posted 2020-11-03 22:35:09
This is a great idea! I thought the illnesses were dynamic already so I'm surprised to see they weren't. |
Wolfgate #10546 |
Posted 2020-11-03 23:26:57
I was just being a pissbaby earlier, I actually do support this. If I may throw in my locked suggestion- " I don't mind most of the illnesses overall, though like some people I do wish they were more dynamic. However, I HATE Open Wounds. A hunter or scout of mine gets a chunk ripped out of thier leg at least twice a day, and I'm not the only one. So I propose Open Wounds be made less random and into a risk/reward system of sorts. There should be a base chance of getting one that's rarer than it is currently that scales with prey trail size for hunters or biome difficulty for scouts. This should decrease with increased synergy, proficiency and level, getting to the point where a full proficiency and synergy hunting team will be all but safe on Critter and Small, have a fairly low chance on Medium, and under a bit of risk for Large. You can have an inexperienced hunting team try to bite off more than they can chew with this, but if you send a newbie team on a Large trail the chance of them getting cut up'll be pretty good. I'd like a similar change to be made for Scouts, though it may be a bit harder to code. There'd be two stat gates, one where they could enter the biome at all and one where they can enter pretty safe from injury. IE you could send a wolf w/90 strength into the Rainforest instead of the required 101, but they'd be at increased risk of injury or snakebite. And how you can go straight to an infected wound without getting cut first also doesn't really make sense to me. I think there should be a chance of Infection every rollover you don't treat an open wound or send the wolf out by restoring their HP without treating the cut. Running around with a big untreated open wound is onviously a bacteria magnet. One more suggestion that's super not mandatory- A random pool of Open Wound art rather than wolves having back legs made out of tissue paper for a bit of realism
TD;LR- Less random Open Wounds and Infections, more obvious causes of both. " |
Orion #1812 |
Posted 2020-11-03 23:40:01
Support: |
🧊 Krampus🧊 #15164 |
Posted 2020-11-04 09:13:20
Sounds cool! More dynamic/realistic gameplay is always fun. |
Nika #10475 |