Diseases

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Rmak
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Re: Diseases

Postby Rmak » Mon Jul 11, 2016 9:05 pm

Yeah with the food changes making it worse, a loner then doesn't need to contract dengue fever and then blow through even more food.
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Felixis
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Re: Diseases

Postby Felixis » Mon Jul 11, 2016 10:56 pm

It would be cool if sick person could spread germs when he give something to someone (food/items/maybe nootes too). Good option would be if there is a % chance to get it with this.

And maybe this dissease from dead body could affect on items laying in the same room/sarcophagus? The longer they are near-the more dangerous it would be to the new owner? Especially clothes from dead people should give new owner rash or something. We would have cursed tombs :D


Also i like the idea of immunity - but no if there is 100% chance to get it after one disease - because people would spread germs for items (or free) and X days later all population would be safe again.
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Rmak
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Re: Diseases

Postby Rmak » Mon Jul 11, 2016 11:15 pm

Could it even also be based around the town sewerage or machines. Wells for fresh water descrease risk and so on
Quote Wolfsong:
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Felixis
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Re: Diseases

Postby Felixis » Tue Jul 12, 2016 12:17 am

Question is, if it work on machines, how the machines would spread it? You are sick, when you work on it? Or if you make for example silk cloth, it would have disease on it?

Anyway, you gave me an idea... Probably someone said that before: We got poison in game: we could add project to poison well for few days/years :D Or to poision a field-that would decrease the amount of food grown or poision food so you will vomit for few days. Of course project would take time (and for example we could block it for one person at one time, to reduce the abuse).
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Wolfsong
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Re: Diseases

Postby Wolfsong » Tue Jul 12, 2016 12:28 am

Here's a simple idea - just tie it to certain rare or valuable resources. It doesn't need a logical reason, because this is a game where adults appear out of nothing with complete knowledge of a myriad number of trades, etc.

Hypothetical situation:

Saltpeter is introduced. People who go to gather it sometimes catch an illness that forces them to accumulate tiredness when working on projects, and accumulate additional tiredness when sparring/etc. These infected people are infected for a number of days (preferably a medium length of time, several years) and have a diminishing chance of infecting others in the same town as them. A cure is available, but is not publicly made known via the wiki, so characters will have to trial a number of different healing liquids/foods to find what works. Once cured, via healing liquids/foods or via time, the character cannot be reinfected for a length of time.

That way going to gather valuable resources is, if not dangerous, at least something that requires a bit of planning.
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nateflory
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Re: Diseases

Postby nateflory » Tue Jul 12, 2016 3:10 pm

Wolfsong wrote:Hypothetical situation:
<somethingsomething Disease introduced> A cure is available, but is not publicly made known via the wiki, so characters will have to trial a number of different healing liquids/foods to find what works. Once cured, via healing liquids/foods or via time, the character cannot be reinfected for a length of time.


^This. If anything disease is added to the game, I would strongly encourage "not post full details of what, when, where, and how" to catch & cure it. Would be a fun thing to figure out in-character. CRB after all. :)
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Marian10
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Re: Diseases

Postby Marian10 » Mon Jul 18, 2016 7:12 pm

@witia1
This suggestion concerns only big towns (i.e. 30+ people) so it wouldn’t hurt a lonely wanderer or small, poor village.


SekoETC wrote:I think it would be good if people developed an immunity once they've had it once, until a new strain develops.


Good idea.

SekoETC wrote:It would be good if wearing a face mask could prevent infection. Something could also be prevented by wearing gloves.


Little worse idea. Face masks and gloves would become standard element of equipment, like shields, battle axes and crowbars. Everybody would wear it.

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