Anybody else WAY excited about diseases!!

Started by Fruit loops, September 04, 2014, 07:12:10 PM

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Rahjital

#15
I like the idea. Remember that in Rimworld setting, pretty much any disease can be cured with glitterworld tech - heck, the "glitterworld surgeon" backstory hints that curing cancer is more commonly done than treating bullet wounds. Cystic fibrosis, HIV, heart diseases, you name it, glittertech can fix it. It would also give players a goal if they get an awesome colonist suffering from a disease - get the glittertech needed to make him healthy!

I think what Tynan means is mainly untreated wounds getting infected, though. That will make doctors (and possibly medkits too) absolutely critical, they will be no longer wasted on people with less than 6 gunshot wounds.

Edit: Just saw Ison's reply in the other thread listing the diseases, but there's still no long-term, permanent disease like HIV.

Xerberus86

#16
Quote from: Rahjital on September 05, 2014, 01:19:38 PM
I like the idea. Remember that in Rimworld setting, pretty much any disease can be cured with glitterworld tech - heck, the "glitterworld surgeon" backstory hints that curing cancer is more commonly done than treating bullet wounds. Cystic fibrosis, HIV, heart diseases, you name it, glittertech can fix it. It would also give players a goal if they get an awesome colonist suffering from a disease - get the glittertech needed to make him healthy!

I think what Tynan means is mainly untreated wounds getting infected, though. That will make doctors (and possibly medkits too) absolutely critical, they will be no longer wasted on people with less than 6 gunshot wounds.

Edit: Just saw Ison's reply in the other thread listing the diseases, but there's still no long-term, permanent disease like HIV.

regarding your edit, for once we don't have pregnancies and sexual relations in any form yet, on the other side having some moreal / ethical sensitivity would be appropriate. i think some lines between a game having some realism in it and having everything in it for realism should be drawn.

Edit: also adding a disease like HIV would serve no gameplay purpose because it is a long-term illness and most of your colonist would die of a gunshot wound, starvation or other imminent threads than of a longterm disease.

ison

Quote from: Rahjital on September 05, 2014, 01:19:38 PM
Edit: Just saw Ison's reply in the other thread listing the diseases, but there's still no long-term, permanent disease like HIV.

Long-term diseases - actually I forgot to mention them: currently we have Cataracts and Bad backs. HIV is an interesting idea though.

Rahjital

Quote from: ison on September 05, 2014, 01:39:14 PM
Long-term diseases - actually I forgot to mention them: currently we have Cataracts and Bad backs. HIV is an interesting idea though.

Wow, that is... amazing. Having you here is truly a blessing for the community and the game, ison!

Quote from: Xerberus86 on September 05, 2014, 01:38:08 PM
regarding your edit, for once we don't have pregnancies and sexual relations in any form yet, on the other side having some moreal / ethical sensitivity would be appropriate. i think some lines between a game having some realism in it and having everything in it for realism should be drawn.

Edit: also adding a disease like HIV would serve no gameplay purpose because it is a long-term illness and most of your colonist would die of a gunshot wound, starvation or other imminent threads than of a longterm disease.

HIV can also be transmitted by blood, you know. A doctor could get HIV from his patient, a cook could infect meals he makes and so on.

As for gameplay effect, HIV would be a ticking bomb. The colonist would be just fine and could do anything other people can, but they could get AIDS at any moment, at which point they would get worse and worse until they die. Regular treatment would only make them live longer, something high-tech would be needed to cure it permanently.

Bodog999

Wait WHAT?! diseases!? since when did this get notified? Not really looking forward to it. I dont like my colonists sick. I like to keep them healthy. Missing limbs I dont mind too much expept if its an arm or leg.

Zeta Omega


Shinzy

Quote from: Zeta Omega on September 05, 2014, 04:26:38 PM
NO...NO! DO NOT ADD DISEASES!

whyy? mechanoids can't catch flu =P you have nothing to worry about *tickles*

Zeta Omega

Quote from: Shinzy on September 05, 2014, 04:29:01 PM
Quote from: Zeta Omega on September 05, 2014, 04:26:38 PM
NO...NO! DO NOT ADD DISEASES!

whyy? mechanoids can't catch flu =P you have nothing to worry about *tickles*
If the humans die I don't get target practice...also your colonists will die, think about that for a moment

Bodog999

Quote from: ison on September 05, 2014, 01:39:14 PM
Quote from: Rahjital on September 05, 2014, 01:19:38 PM
Edit: Just saw Ison's reply in the other thread listing the diseases, but there's still no long-term, permanent disease like HIV.

Long-term diseases - actually I forgot to mention them: currently we have Cataracts and Bad backs. HIV is an interesting idea though.
What is Cataracts? Bad backs I know but Cataracts? never heard of that (probably cuz I'm dutch and never heard it in english :P)

Rahjital

Quote from: Bodog999 on September 05, 2014, 05:04:54 PM
What is Cataracts? Bad backs I know but Cataracts? never heard of that (probably cuz I'm dutch and never heard it in english :P)

Here's a wiki link in Dutch :)

Quote from: Zeta Omega on September 05, 2014, 04:26:38 PM
NO...NO! DO NOT ADD DISEASES!

A bit too late, considering there's already half a dozen of them in the game :P

Xerberus86

#25
oh boy, lets not forget cancer, dementia, tumors and other well-known and current diseases.

also when we add relationships and childs we could also add child abuse for realism...sounds fun ...NOT.

Edit: to clarify, what is the problem to add diseases but give them fictional names? i get that diseases could add a level of challenge but some kind of diseases should be left untouched in all seriousness!

Shinzy

Quote from: Zeta Omega on September 05, 2014, 05:02:36 PM
Quote from: Shinzy on September 05, 2014, 04:29:01 PM
Quote from: Zeta Omega on September 05, 2014, 04:26:38 PM
NO...NO! DO NOT ADD DISEASES!

whyy? mechanoids can't catch flu =P you have nothing to worry about *tickles*
If the humans die I don't get target practice...also your colonists will die, think about that for a moment

My colonists cause of death in 70% of the cases during this alpha has been mostly falling roofs
I'd like to see more variety on how they die! =P
and by the sounds of it diseases ain't going to be doing that, they are treatable and nowhere near as immediate or fatal as bullet to the face or my own disregard for proper support for roofing

Fruit loops

Quote from: milon on September 05, 2014, 12:52:14 PM
@Fruit Loops,

1.  That sounds like a Trait more than a disease (since I'm thinking diseases come and go).  It would be easily moddable, and and if I were the one modding it, I'd make it so that it often comes with a positive second trait (if that's possible).  I haven't done any RW modding yet, but I'm a hobby coder, so I'll make this happen if you want me to (PM me).

2.  I work in the health care field, and I like to keep on top of the recent research.  This past June, a new drug combo was discovered that improves lung function by 2-4%.  That's not a heck of a lot, but it's a step in the right direction.
http://www.sciencedaily.com/releases/2014/06/140625132106.htm

I know about that, that is why I go to Oakland every 2 months it is a double blind test so I don't know if i'm actually on it, but thanks for considering my welfare n' stuff

btw ison did you consider this? I don't really care to much if its added but I wouldn't mind  :)
The guy who suggested the mood debuff for harvesting prisoner organs.

Merry76

Diseases should kind of be in the game, but I'd rather not have the ones we currently have (except maybe the flu).

Reason for this is mainly that not everyone is taking it as well as you do Fruit loops. Some people would very well find it tactless to see colonists be treated differently if they had stuff like Cancer, Cystic Fibrosis, Aids or even Ebola - because they came into touch with stuff like that, and "dangerous" diseases and maladies leave emotional baggage. For example I lost my uncle to Leukemia and my Godfather to Aids - so I guess almost everyone has some of that baggage. I too dont mind much (as I am hardly traumatised by it), but I am fairly certain that some people will do.

The other reason is that diseases shouldnt be prohibitive. I personally wouldnt like chronic diseases to be a reason to play "shoot that colonist from VERY far to save the colony". They should be something that you have to come up with an incentive to overcome, not solve by bullet. Likewise, the storyteller shouldnt take colonists from you by giving them a disease where they'd better off be dead too. Sure, Glittertech might be able to cure everything, but that is GlitterTECH - a single Glitterworld inhabitant cant reproduce a treatment center in a few days of looking at a research table for a few days. And neither can a Caveworld herbalist, btw. (though from gamplay mechanic, he could).

RawCode

Major re balance required to increase value of each individual colonists in order to encourage player to keep every colonist he managed to receive.

This can be done by making world much harder or each individual colonist weaker.

Removal of all "universal" backgrounds will be valid step forward more complex and enjoyable game play.
No matter how many times player hit re roll - each colonist will have half of skills disabled.
Same for all slaves and visitors.
Raiders rarely have any "civilian" skills enabled.

Want more food - good, but only one of your colonists can farm.
Got no medic initially - medic with some disease came and you just can't replace him.
If he die due to lack of medicine - your colony will be without medic.

Such conditions will completely disable cheap strategy "arrest+slavery" and will make game play much "random" and each game will be unique due to set of available colonists.

Player may start without farmers and hunters, this will force player to buy food or go cannibalism, since there is no other way to get food.
Currently all games mostly same and most colonists can do anything, this is not right.