Idea(s): Healthcare and Chemistry

Started by CaptainShootALot, October 14, 2013, 06:19:10 PM

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CaptainShootALot

My greetings upon thee,

Not sure whether something like this is planned already, but...

I think that the game should also have a module Health & Disease:

When colonists get hurt, they should not just heal over time, they should require bandaging or antibiotics to prevent an infection. When colonists are gravely injured they would also need surgery.

To perform surgery one needs a well-furnished operation room, complete with surgeon and equipment like:
-Surgery tables
-Surgery tools (scalpels)
-Anaesthetics
-Freezers

A Freezer is a requirement to store organs. In the wild frontier some organs might fail, especially when you are being shot by some dastardly pirate. These organs would have to be replaced with organs from fellow colonists or looted from dead pirates.

There would also be a chance of a disease breaking out, weaking your colonists. You could either wait for the disease to just go away or you could make a cure. A cure would be possible to make with the next suggested module.


Another module idea is Chemistry:

The chemistry module is comparable to alchemy in games like Skyrim, you collect reagents in the world and use them to brew fancy-coloured stuff in vials. The stuff in vials would then give various bonusses to colonists or buildings.

A scientist could create brews that improve, for example things like:
-A colonists' line of sight
-The insulation of wires, leading to a more efficient power flow
-The sturdiness of a wall
-The amount of food from plants

Other possibilities would be to use brews as medicine (as described earlier), poisons or to use the Chemistry module to create flamethrower/rocket fuel (rocket fuel for endgame, perhaps?)

These modules could, IMO, be a nice addition to the overal gameplay by adding to the amount of actions one could perform in the colony, but what do you think?



AspenShadow

Some nice fresh ideas I haven't seen yet here, gj :)

This sort of system (excluding perhaps organs) is already in the plans for the main game I believe, it's just not accomplished yet, meanwhile most of the 'Chemistry' advances you mention would be incorporated into the research system under their most fitting trees.

Tynan

Actually, something close to this health system is a main module that I really of want to do. Organ harvesting included, and also including artificial augmentations, Deus Ex style.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Dejix

I love it. Now we can add a whole other paradigm of story telling based on life choices regarding cybernetics and mad medical science. What kind of crashed people are you and how far will you go to survive...

British

Quote from: CaptainShootALot on October 14, 2013, 06:19:10 PM
The chemistry module is comparable to alchemy in games like Skyrim, you collect reagents in the world and use them to brew fancy-coloured stuff in vials. The stuff in vials would then give various bonusses to colonists or buildings.
Possibly, as long as it's not as complex as in Skyrim...

salt1219

We were all out of human parts so we put boomrat organs in you. So good news your alive!  On a unrelated note your bed was moved outside

Kazzier

Quote from: Tynan on October 17, 2013, 03:41:51 AM
Actually, something close to this health system is a main module that I really of want to do. Organ harvesting included, and also including artificial augmentations, Deus Ex style.

That would be incredibly cool. I completely support the idea.