New wounds ideas inspired by Coaler's Cough

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New wounds ideas inspired by Coaler's Cough

Postby Airbasex » Fri Mar 30, 2018 7:15 am

Seen a coaler's cough wound got its way into a game and i've been a big fan! So i sat down and thought of some more wounds that are as much needed as this one in the game:

-Cold/flu: While you are in the mountains for extended periods of time, you get Cold wound, healable by drinking tea (?)
-Burns: When you light something up, work with ovens, smelters or ESPECIALLY with finery forges, you have a chance to get burned. Heals over time (or waybroad? )
-Something Broken: there should be a chance to receive it when jumping from a high cliff
-Bee Bitten: While working or idling on the fields with beehives nearby, you will be bitten by bees. Extended bites will lead to allergic reaction which leads to suffocation.
-Peck!: When you work with small birds/chicken, they should have a chance to bite you, reducing dexterity. Crab caressed, hello?
-Pinched finger: When you work with containers like cupboards/chests, they can accidentally close and smash your fingers
-Hooked!: Fishing is very easy and casual at this moment so we need to make it harder by having a chance to impale yourself on a fishing hook when casting a fishing pole/rod
-Deadly fumes: When walking around dead animals or dead players who have been dead for a long time, get poisoned by deadly fumes
(Didnt come up with a fancy name but you will handle it): When picking something (mussel/clay/etc) from shallow water, you have a chance to be bitten by a predatory fish or an alligator;
-Cinga: Without eating Fruit for extended periods of time, your teeth will start falling out. You can craft new, Golden teeth, or ceramic teeth.
-Tarred Lungs: When you smoke too much, your lungs will accumulate too much tar and you should receive a complex stat penalty. When you kill a character with that injury, you can right-click it with a Bucket to receive some tar;
-Heatstroke/Sunstroke: Staying too much on open air between 12:00 and 15:00 Haven time should lead to heatstroke. Cold compress ftw.
-Rabies/Anthrax: Wild animals can be sick or rabid, right? Of fricking course. Receive some hhp damage by butchering a rabid or sick animal!
-Hyponatremia: when you drink too much liquid, minerals in your body start to dissolve and you receive HHP damage
-Malaria: While harvesting cattail you have a chance to be bitten by a diseased mosquito.

BONUS: Not exactly an injury but:
When you eat too much food at once (quantity up to you to decide), you may start vomiting the food out, receive some SHP damage and revert 3 previous stat gains.

Looking forward to more fancy trauma ingame!
Although I don't fear dying, I still would rather not.
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Re: New wounds ideas inspired by Coaler's Cough

Postby MagicManICT » Fri Mar 30, 2018 7:33 am

Some of these diseases are lethal even with modern treatments. I think it's a better idea to completely avoid those. Others don't really have a practical game mechanic other than to just "make you sick." The new wound is more a penalty to those who spend all their time mining in their level 5 dungeon village. At least, that's how I see it.

--colds: You're thinking more hypothermia, which could be an interesting add when seasons get here (soon?), and yeah, warm drinks and lots of warming things help. Otherwise, you're talking a bacterial or viral infection that just flat has to run its course, and isn't caused by exposure.

--burns: like this one too. Worked in a variety of food service jobs, and have never had oen where I haven't burned myself to some degree. I don't know anyone that hasn't. The big difference is how frequently and how bad.

--hooked: as an ACTUAL fisherman... i'll say this is hogwash. I've been fishing since I was 4-5 years old, and I have never hooked myself or someone else... cut myself with the filet knife a few times, but... That said, I know it is a thing, else it wouldn't be taught as a part of first aid courses in Scouts.

The "deadly fumes" you refer to is known as miasma. It was thought to be the source of plagues and disease until the beginnings of modern medicine.
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Re: New wounds ideas inspired by Coaler's Cough

Postby DPblH » Fri Mar 30, 2018 9:19 am

There should be a chance to stick to a cauldron, while crafting glue, with no chance to move for some period of time. HF teleport also should not work.
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Re: New wounds ideas inspired by Coaler's Cough

Postby Onep » Fri Mar 30, 2018 9:28 am

Let's just add snapped spine where you trip and fall while doing a meaningless task and break your neck. It's irreparable and the only solution is to suffocate your poor paraplegic hearthling. You have to manually hold down the feathered pillow for the several minutes it takes for the life to slowly drain out of their organic husk.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

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Re: New wounds ideas inspired by Coaler's Cough

Postby Granger » Fri Mar 30, 2018 9:30 am

I like this line of thinking. The effects shouldn't be life threatening (well, maybe except you overdo something repeatedly) to keep it 'fun', but it would certainly add to the illusion of a character actually living - and could well nerf certain aspects that are in need (like the over-eating thing).

When picking something (mussel/clay/etc) from shallow water, you have a chance to be bitten by a predatory fish or an alligator

Mussels could clamp onto fingers leech style (or take a bite off the gloves (decay) in case you have some on), or chance to cut yourself on them.
Clay balls could have something in them that pricks/cuts the character while digging for it (without shovel).

Onep wrote:Let's just add snapped spine where you trip and fall while doing a meaningless task and break your neck. It's irreparable and the only solution is to suffocate your poor paraplegic hearthling. You have to manually hold down the feathered pillow for the several minutes it takes for the life to slowly drain out of their organic husk.

While funny... I think this overdoes it a little.
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Re: New wounds ideas inspired by Coaler's Cough

Postby DPblH » Fri Mar 30, 2018 9:43 am

Heart attacks! More realism! More deseases! Randomly removing accounts. And glue, ofc.
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Re: New wounds ideas inspired by Coaler's Cough

Postby Aceb » Fri Mar 30, 2018 3:59 pm

and then, during PvP / PvE later... : https://youtu.be/BVKEiXNSnB4?t=1m1s
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Re: New wounds ideas inspired by Coaler's Cough

Postby synaris » Fri Mar 30, 2018 4:57 pm

all fantastic ways to make me quit the game. -10,000.
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Re: New wounds ideas inspired by Coaler's Cough

Postby ricky » Fri Mar 30, 2018 7:13 pm

Miasma should definitely be a thing. Once you get 4-5 corpses next to each other, or even 4-5 offal stockpiles it should start to spread miasma.
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Re: New wounds ideas inspired by Coaler's Cough

Postby shubla » Fri Mar 30, 2018 11:08 pm

Lots of good ideas!

Maybe no deadly diseases from butchering rabbits, but chance for some wounds would be very nice indeed!
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