C
Conair
Guest
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
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
You also have to suspend disbelief and factor in what "realistic survival" would entailI think having a realistic survival system would help