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Posted (edited)

I think that we need some medical survival aspects to flesh out the experience a bit. We see lots of items that have very limited uses but could have lots of medical applications.

 

Here's some things to consider for ailments and progression/cures.

WET: Going into water will make your character get wet. Slows you down when out of water until you dry. Leads to common cold if you get wet for extended periods at night or don't dry in time. Staying in sunlight dries you faster, staying next to a lit spit dries you fastest.

COMMON COLD: The cold will slow you down and occasionally make you sneeze. Dehydrates you 15% faster and drinks fill your water meter 10% less. Gles away after a while but can be cured by drinking flower tea, crafted on the spit using flower petals, aphid honeydew and water from a canteen.

BLEEDOUT: Getting struck by a larger enemy can cause your character to slowly bleed out and lose health over time. Sap makes the bleeding stop for an in game hour, cures after 4 in game hours or when using a fiber bandage.

FATIGUE: Exhausting the stamina meter will lead to fatigue. Each time the stamina meter is exhausted, the player's maximum stamina is decreased by 1%. After 50% max stamina loss the player will start to slow down, attacks are slower and blocking is less effective. After 95% max stamina loss, the player has a random chance to fall asleep on the spot, risking being attacked. Cures are sleeping (restores fully) and sitting down (restores 20% per minute up to a max of 80%). Crafting grub goo coffee prevents any max stamina loss and gives +20% max stamina for 4 in game hours (grub goo, pollen, boiling gland)

DEEP GASHES: The largest insects may have a chance to inflict deep gashes if you have sustained damage repeatedly in a short time. The only cure is a thorn stitching (thorn, sap, spider silk) which will close the wounds. Having a deep gash will also inflict bleedout occasionally, and additionally cut max health in half whilst active. A new mutation can be introduced to prevent gashes and bleedout.

FRACTURE: Large creatures can fracture your bones when attacks are not perfectly blocked, or from a large fall. Fractures can only be healed by rest after applying a berry cast (berry leather, crude rope, bug rubber) and staying out of stamina-draining activities for 8 ingame hours. Fractures slow movement and exhausting stamina drains health by 7% to a min of 25%. The UNCRACKABLE buff prevents fracturing of bones.

VENOM: The wolf spider's venom could be less damaging but now lasts until it is waited out or cured. Venom slows stamina regeneration, slows down the player, and drains health by 1% every 20 seconds. It can be cured using spider antivenom (1 spider fang, 1 raw aphid meat, 2 sap) which reduces the wait time from 12 in game hours to 1 in game hour.

FOOD POISONING: Eating raw or rotten meat, drinking dirty water can lead to food poisoning. Stamina recovers slower, and all physical activities cosr 30% more stamina. Eating more food whilst having food poisoning is only 20% as effective. Cured by waiting it out for 1 ingame day. Drinking insect tea (plant fiber, aphid honeydew, spider parts) reduces wait time to 1 ingane hour.

IMPALED: The infected mite projectiles can impale you 5% of the time, which bypasses all armor protection bonuses. Whilst impaled, the player's armor bonuses are negated and max health drains to 50%. Sprinting and other stamina draining activities also hurt whilst impaled. To cure impalement you need to pull it out manually whilst having a fiber bandage handy to stop the bleedout. This will hurt you but you can optionally visit BURG.L and he can remove it with no drawbacks, costing 10 raw science. You can also impale bugs too, using spears and arrows, slowing down their attacks and causing most to flee, bar spiders and ladybugs.

PHEREMONES: Getting hit by a worker or soldier ant can leave a pheremone trail on you. Whilst this is active, ants will continually try to hunt you and all ants including workers attack on sight. HUMANT prevents this and going into water removes the pheremones if you have them. Using ant lotion (ant parts, grub goo, sap) will prevent you from getting pheremones for 1 in game day.

STINKY: Getting gassed by a stinkbug leaves its smell on you, attracting more stinkbugs. Whilst active, stinkbugs will actively hunt you and spawn more frequently, and smaller bugs will run away long before you see them. To remove the stink, you need to use berry mint soap (berry chunk, nectar, mint chunk) or stay in water for 3 in game hours to wash it out. Goes away on its own after 1 in game day. FRESH DEFENSE can prevent you from getting stinky.

FUNGAL GROWTHS: Getting hit by infected creatures can leave spores on you that slowly grow into deadly fungus. At stage 1, nothing happens and spores can be washed off in water. At stage 2 the fungus takes root in your skin, draining your food and water meters 2 times faster and slowing stamina regeneration. You can wash this off with berry mint soap. At stage 3 the fungus is now in your flesh and bloodstream, sapping your health. At its final stage the fungus has eaten away at your flesh until only the skeleton remains. Cures for stage 3 and beyond can only be found from BURG.L where he literally zaps it out of you.

Edited by mdf25
More ideas
  • Like 2
Posted

This would all be really cool, but I don't think this would fit in to the normal game mode. Maybe these could be features in a difficulty above Woah! (it would be called "bugageddon," or something similar.)

Posted

These all sound great with one nitpick, you don't get colds from being cold/wet. The common cold is a virus (most often a rhinovirus). Maybe swap that to hypothermia.

Posted
14 minutes ago, nekogod said:

These all sound great with one nitpick, you don't get colds from being cold/wet. The common cold is a virus (most often a rhinovirus). Maybe swap that to hypothermia.

Hypothermia works also in place of the cold :)

For the settings on difficulty I would think that Mild has no ailments, Medium has food poisoning, the wet/cold, and fatigue, then all other ailments at 50% potency. Woah! has everything.

Posted
2 hours ago, nekogod said:

These all sound great with one nitpick, you don't get colds from being cold/wet. The common cold is a virus (most often a rhinovirus). Maybe swap that to hypothermia.

I agree. 

Posted (edited)
20 hours ago, mdf25 said:

WET: Going into water will make your character get wet. Slows you down when out of water until you dry. Leads to common cold if you get wet for extended periods at night or don't dry in time. Staying in sunlight dries you faster, staying next to a lit spit dries you fastest.

don't forget the water's surface tension being much more noticeable at our size, which causes water to stick together. If water did stay on you, it would likely be as one or two large droplets. Which would have it's own issues, such as the risk of a droplet enveloping your head and suffocating you.

Quote

COMMON COLD: The cold will slow you down and occasionally make you sneeze. Dehydrates you 15% faster and drinks fill your water meter 10% less. Gles away after a while but can be cured by drinking flower tea, crafted on the spit using flower petals, aphid honeydew and water from a canteen.

BLEEDOUT: Getting struck by a larger enemy can cause your character to slowly bleed out and lose health over time. Sap makes the bleeding stop for an in game hour, cures after 4 in game hours or when using a fiber bandage.

FATIGUE: Exhausting the stamina meter will lead to fatigue. Each time the stamina meter is exhausted, the player's maximum stamina is decreased by 1%. After 50% max stamina loss the player will start to slow down, attacks are slower and blocking is less effective. After 95% max stamina loss, the player has a random chance to fall asleep on the spot, risking being attacked. Cures are sleeping (restores fully) and sitting down (restores 20% per minute up to a max of 80%). Crafting grub goo coffee prevents any max stamina loss and gives +20% max stamina for 4 in game hours (grub goo, pollen, boiling gland)

DEEP GASHES: The largest insects may have a chance to inflict deep gashes if you have sustained damage repeatedly in a short time. The only cure is a thorn stitching (thorn, sap, spider silk) which will close the wounds. Having a deep gash will also inflict bleedout occasionally, and additionally cut max health in half whilst active. A new mutation can be introduced to prevent gashes and bleedout.

FRACTURE: Large creatures can fracture your bones when attacks are not perfectly blocked, or from a large fall. Fractures can only be healed by rest after applying a berry cast (berry leather, crude rope, bug rubber) and staying out of stamina-draining activities for 8 ingame hours. Fractures slow movement and exhausting stamina drains health by 7% to a min of 25%. The UNCRACKABLE buff prevents fracturing of bones.

most of these are things that, while realistic, wouldn't be very fun. Fractures could work, but maybe instead of a cast, you would instead craft a splint. Also you should be capable of inflicting these sort of injuries on arthropods as well.

Quote

VENOM: The wolf spider's venom could be less damaging but now lasts until it is waited out or cured. Venom slows stamina regeneration, slows down the player, and drains health by 1% every 20 seconds. It can be cured using spider antivenom (1 spider fang, 1 raw aphid meat, 2 sap) which reduces the wait time from 12 in game hours to 1 in game hour.

Alternatively, we can have it mimic the actual symptoms of a wolf spider bite; swelling and redness preceding blistering, pain, dizziness, and nausea/vomiting, progressing to chills, fever, and potentially death. Also mints could also work as a way of lessening the severity of the venom, although it may not actually cure it. Also, antivenom is made by collecting small amounts of venom, injecting small amounts into domestic animals, then collecting the antibodies from the animals' blood and purifying. This would not only be impossible for our teenagers to do without an injector (which could be a new tool when mosquitos are added), but the likelihood of them even knowing how to make antivenom is pretty low (except for Pete, who had scout training); they'll probably need to learn it from BURG.L. Actually, that applies to a lot of the things you have suggested here.

Quote

STINKY: Getting gassed by a stinkbug leaves its smell on you, attracting more stinkbugs. Whilst active, stinkbugs will actively hunt you and spawn more frequently, and smaller bugs will run away long before you see them. To remove the stink, you need to use berry mint soap (berry chunk, nectar, mint chunk) or stay in water for 3 in game hours to wash it out. Goes away on its own after 1 in game day. FRESH DEFENSE can prevent you from getting stinky.

I'm pretty sure a stinkbug's stench is a defensive mechanism that REPELS insects, and does not mark insects as prey. Especially seeing as most stinkbugs are herbivores and don't hunt. If anything, being covered in stinkbug scent would cause them to mistake you for a potential mate, though that would drastically change the game's rating.

Quote

FUNGAL GROWTHS: Getting hit by infected creatures can leave spores on you that slowly grow into deadly fungus. At stage 1, nothing happens and spores can be washed off in water. At stage 2 the fungus takes root in your skin, draining your food and water meters 2 times faster and slowing stamina regeneration. You can wash this off with berry mint soap. At stage 3 the fungus is now in your flesh and bloodstream, sapping your health. At its final stage the fungus has eaten away at your flesh until only the skeleton remains. Cures for stage 3 and beyond can only be found from BURG.L where he literally zaps it out of you.

What about being turned into a zombie by the fungus and exploding? And maybe it would be possible for other players to attack the fungal growth on you to collect it and slow down the rate of infection.

Edited by Gearhart
Posted
14 minutes ago, Gearhart said:

don't forget the water's surface tension being much more noticeable at our size, which causes water to stick together. If water did stay on you, it would likely be as one or two large droplets. Which would have it's own issues, such as the risk of a droplet enveloping your head and suffocating you.

most of these are things that, while realistic, wouldn't be very fun. Fractures could work, but maybe instead of a cast, you would instead craft a splint. Also you should be capable of inflicting these sort of injuries on arthropods as well.

Alternatively, we can have it mimic the actual symptoms of a wolf spider bite; swelling and redness preceding blistering, pain, dizziness, and nausea/vomiting, progressing to chills, fever, and potentially death. Also mints could also work as a way of lessening the severity of the venom, although it may not actually cure it. Also, antivenom is made by collecting small amounts of venom, injecting small amounts into domestic animals, then collecting the antibodies from the animals' blood and purifying. This would not only be impossible for our teenagers to do without an injector (which could be a new tool when mosquitos are added), but the likelihood of them even knowing how to make antivenom is pretty low (except for Pete, who had scout training); they'll probably need to learn it from BURG.L. Actually, that applies to a lot of the things you have suggested here.

I'm pretty sure a stinkbug's stench is a defensive mechanism that REPELS insects, and does not mark insects as prey. Especially seeing as most stinkbugs are herbivores and don't hunt.

What about being turned into a zombie by the fungus and exploding? And maybe it would be possible for other players to attack the fungal growth on you to collect it and slow down the rate of infection.

I agree all things that can happen to us should also be inflictable too. Love the zombie fungus explosion idea.

Perhaps to avoid too much realism ruining fun, status ailments can only happen after a cooldown and only a certain amount can be inflicted at once. Mild: 1 ailment, 1 day cooldown. Medium: 2 ailments, 12 hour cooldown. Woah!: 4 ailments, 4 hour cooldown.

With stinkbug gas I was thinking it repels smaller bugs but stinkbugs hunt you more actively after you get gassed as their stench marks you as a threat. Less a realism thing more a game gimmick :)

More realistic wolf spider bites I also like. That could be another thing that is on Woah! as well.

Posted
On 9/19/2020 at 1:22 PM, Gearhart said:

Alternatively, we can have it mimic the actual symptoms of a wolf spider bite; swelling and redness preceding blistering, pain, dizziness, and nausea/vomiting, progressing to chills, fever, and potentially death. Also mints could also work as a way of lessening the severity of the venom, although it may not actually cure it. Also, antivenom is made by collecting small amounts of venom, injecting small amounts into domestic animals, then collecting the antibodies from the animals' blood and purifying. This would not only be impossible for our teenagers to do without an injector (which could be a new tool when mosquitos are added), but the likelihood of them even knowing how to make antivenom is pretty low (except for Pete, who had scout training); they'll probably need to learn it from BURG.L. Actually, that applies to a lot of the things you have suggested here.

Fist off, those aren't the syptoms of a wolf spider bite.  That sounds more like a hobo or brown recluse bite, which are commonly confused with the wolf spider.  In 90% of people, you'll get a little bump that itches and some redness, like a bee sting but less.  In people that are sensitive or allergic they'll see a red bump that resembles shingles, possibly a red line from the bite that could indicate blood infection.  In the more severe cases there may be swelling of the face around the mouth, trouble breathing or even dizziness and fainting.  There has never been a recorded death (at least in the US) from a wolf spider bite.

I've been bitten by them numerous times,  mostly trying to catch them for my son's high school project he did on spiders and tarantulas.  i didn't get more than the redness and itch.

If you want to get realistic, a wolf spider's bite is a paralytic.  It paralyzes it's prey.

On 9/19/2020 at 1:22 PM, Gearhart said:

I'm pretty sure a stinkbug's stench is a defensive mechanism that REPELS insects, and does not mark insects as prey. Especially seeing as most stinkbugs are herbivores and don't hunt. If anything, being covered in stinkbug scent would cause them to mistake you for a potential mate, though that would drastically change the game's rating.

🤣  i was going to mention that but you beat me to it.  there's a different "spray" so to speak they use for mating vs. the defensive stink we've all probably encountered as stink bugs pretty much cover the world.

On 9/19/2020 at 1:22 PM, Gearhart said:

What about being turned into a zombie by the fungus and exploding? And maybe it would be possible for other players to attack the fungal growth on you to collect it and slow down the rate of infection.

Oh FFS please no zombies!!  the most overused/overplayed supernatural creature in movies and games.  

another tag to add 😛

#NoZombies

#NoTaming

                                                

Xbox One X

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