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Diseases

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A few counterpoints:
What happens when you add a disease to a multiplayer game, if it has negative effects. (This is a link)

If the illness has consequential gameplay effects, it gets annoying really fucking quickly. Getting Xen-lung for the 50th time and have a blurry screen or wheezing sound; perhaps the worst effects: loss of speed or health, it gets tiresome fast. It will detract from RP because they are barriers not prompts/guides to character development.
Conversely if it's nominal in impact: I don't know if anyone remembers the old days of hl2rp where chat would have **Dave coughs, **gun [hidden] | 6'10... Coughs. Nobody sought to cure it because they wanted/needed money for other stuff (food, weapons.)

If you're forcing somebody how to act and react to a problem via script you remove roleplay; simply you create a script based solution to a script based problem. i.e. I have broken leg ooc, so I go to doctor for ooc object to fix leg.
or perhaps I have xen-lung and I need to go to the doctor for drug to remove the xen-lung debuff
at that point you're not RPing you're going through motions of a gameplay loop.

You can simply give prompts or have a disease index for players to use to expand on their RP, not everybody will do it; like generic medical or injury RP, these can be absolute sinkholes for fun for some people but points of potent joy for others. For instance, I loved alt walking as a one legged man on TN (i made the choice to lose the leg and I could still get about outside of RP) but hated if I fell off a ladder, then was forcefully slowed, only to spend 20 minutes trying to get to the hospital.

The hypothetical situations you are all discussing are simply that, as wonderful as they are. Especially if it impacts the established gameplay loops.

All of that being said: Willard is HL2RPG and this sounds like a major RPG mechanic
I think having a realistic survival system would help
You also have to suspend disbelief and factor in what "realistic survival" would entail
 
+1 however I do have my own little suggestion
Poisoning - This could be caught by consuming spoiled food or unfiltered water. The disease would reduce your strength and agility by three points, it would also give you a blurry screen effect.

Infection - This could be caught should you not disinfect your wounds, it reduces all stats by three points
I feel that food poisoning, emetic poisoning and lethal poisons should be specified, I also feel that food poisoning should either give you a false appetite (fake food bar) or/and some sort of vomiting or diarrhea, vomiting and diarrhea should make you lose water and food too.

The infections should instead of just reducing your stats by all three points either kill you if not treated and give you some sort of visual effect to simulate pain.

That is it really but other than the two things I said I would like to see this.

If the illness has consequential gameplay effects, it gets annoying really fucking quickly.
Yeah I guess but it would add more RP.

If you're forcing somebody how to act and react to a problem via script you remove roleplay;
Not really tbh everyone wants to be their best self nobody wants to RP as a sickly old person or RP any injuries really, personally I dont see it happen often however I am hardly in the city so do bear that in mind

You can simply give prompts or have a disease index for players to use to expand on their RP
Not really, I understand that some would prefer to RP but lets be real you cant RP it to the full as the RP knows full well they arent in much danger, a disease system fixes that as it makes people value the life of their char instead of "My leg broke bruh can you fix it .// LOL SUCH A FUNNY SITUATION"

You also have to suspend disbelief and factor in what "realistic survival" would entail
belief has been suspended quite a bit tbh (Somewhat fantasy from what I've seen) I feel that diseases would pull some of the more unrealistic RPers back down to a somewhat realistic medium.
 
Yeah I guess but it would add more RP.

I don't mean to sound snide but it feels like an incredibly common trend in this community that the answer to a lack of RP in certain areas is to just add some sort of gameplay loop which the idea it'll fix it (I'm still amazed that clothes washing was a suggestion that was genuinely accepted).

Layers on layers of gameplay loops don't provide more immersion or RP, they just start to get frustrating - especially when its for something like disease. The novelty wears off quickly and it'll just get treated the same way Xen spores are now.
 
I don't mean to sound snide but it feels like an incredibly common trend in this community that the answer to a lack of RP in certain areas is to just add some sort of gameplay loop which the idea it'll fix it (I'm still amazed that clothes washing was a suggestion that was genuinely accepted).

Layers on layers of gameplay loops don't provide more immersion or RP, they just start to get frustrating - especially when its for something like disease. The novelty wears off quickly and it'll just get treated the same way Xen spores are now.
Comparing diseases to spores in all honesty is pretty dumb, you can only get spores from the sewer (as of right now) meaning that the most loyal of loyalists wont be introduced to it and lets be honest in most communities adding actual gameplay mechanics to aspects of RP is usually what happens and it usually works as because lets be honest the RP that comes from afflictions of any sort are either going to be top tier or downright retarded, Its like if I were to drive a nail through my hand and ask you to have a similar reaction, either you have experienced this before and remember how you reacted to it OR this has never happened to you before and you dont know how to react, tbh tho I feel diseases should be more impactful as in like risking death and shit
 
Ah yes can't wait to fall limp next to a citizen and wait for them to perform cpr on me...
(aurawatch in a nutshell)
 
I plan on developing an entire localized damage system, similar to ace advanced medical but with a bit more depth specific to survival. We could really leverage the existing medical system and the existing combat and skills systems as well to add a ton of depth here.

Her is one specific example:
  1. If your char gets shot in said panel it will describe where the wound is, how severe the bleeding is, and if there is an exit wound or any shrapnel present, etc.
  2. Lets say its in your right bicep, then depending on the severity of the damage, your char might not be able to hold any weapons until it's fixed.
    1. As the bleeding gets worse, the character will lose strength, start to get tunnel vision, walk very slowly, etc. until it is treated or the character passes out (and eventually dies if treatment isn't given in time)
  3. If your char has a low medical skill, less things will be open to them.
    1. Like lets say if your char is low skill they may only be able to apply disinfectant and a bandage.
    2. Medium skilled characters can use tourniquets to stem the bleeding, and may have the ability to pack bandages as well to further control bleeding.
    3. Higher skilled characters have the option to sanitize, remove shrapnel, and suture the wound.
  4. The localized damage system would track the wound over time to see if it has been properly treated.
    1. If yes- then eventually the wound will heal (after several ig days) and all limb functionality will return.
    2. If no- then after some time the character will develop an infection which will get worse until the wound is treated.
      1. If it is never treated correctly, then the gunshot wound would lead to an infection which would lead to the character's death
We could use such a system to also provide a whole lot of depth to things like diseases, spores, infections, and so on.

I don't mean to sound snide but it feels like an incredibly common trend in this community that the answer to a lack of RP in certain areas is to just add some sort of gameplay loop which the idea it'll fix it (I'm still amazed that clothes washing was a suggestion that was genuinely accepted).

Layers on layers of gameplay loops don't provide more immersion or RP, they just start to get frustrating - especially when its for something like disease. The novelty wears off quickly and it'll just get treated the same way Xen spores are now.

I very much agree with this. However, medrp is usually very poorly RPd, and people have a tendency to not RP it at all. Realistically, if a character gets shot or something, most times they will treat with the very basic medical scripts and RP the injury for maybe a day. If we have a system which mirrors reality, it deepens immersion.

CPs, CWU, Civvies, etc would be required to go to the CMU to treat these wounds. With all the detail provided by it, the CMU characters would have a much easier time treating (by being able to follow guides and things)

For those outside the umbrella of the Union, those groups would have to make sure to make sure to have access to medically trained characters, and make sure that they are stocked with all the extra equipment they need. Again, furthering conflict and immersion for both sides.

I think it is a necessary thing to do.
 
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