Advanced wounds, medicine/leeching

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Advanced wounds, medicine/leeching

Postby theTrav » Fri Jun 26, 2009 5:29 am

First aid is all well and good, but if you break your leg you're probably going to want the injury set properly. If you contract a fever in the swamps, you're going to want some serious medical care.

Before there's any serious benefit there's got to be some nastier injuries that can come out of everyday rough and tumble, like breakages if it's an impact damage, fevers if you're in a swamp, maybe infections if you go long periods with damage and no first aid.

Once you've accumulated these nasty long term conditions, they should debuff stats, and possibly move speed / stamina / hunger (ooh, I like that one, what if all you could eat is bread / apples otherwise you throw up and lose FEP's)

These long term conditions should typically have a chance of clearing themselves after a certain amount of time (the body is an amazing self repairing machine) but chances and recovery times should be substantially reduced by visiting a proper healer, who can apply splints, know the correct way to dig out necrotic flesh and apply leeches/poltuce's/flame to sort out infections.

Possibly also allow these healers to speed the recovery of HHP damage if the character being healed spends large amounts of time bedridden being tended to at regular intervals. (possibly allow them to log out while receiving treatment but still have their character in game.


Having such things in play also suggests poisons :twisted:
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Re: Advanced wounds, medicine/leeching

Postby Ferinex » Fri Jun 26, 2009 6:01 am

I support almost everything listed above.
i guess they never miss huh
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Re: Advanced wounds, medicine/leeching

Postby kimya » Fri Jun 26, 2009 11:17 am

yayayay!!! im all for it!
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Re: Advanced wounds, medicine/leeching

Postby JTG » Fri Jun 26, 2009 11:20 am

In that case add diseases. Like vampirism, the plague, lycanthropes, maybe zombies, along with a ton of minor illnesses. Imagine how much fun we could have avoiding wereanimals, angry vampire players at night, and zombie infestations, along with people carrying the plague and not telling anyone.
Infact imagine how much fun it would be to be a angry vampire and having to find shelter during the day and feed off of other players, or somehow infect them, Or to somehow stop the spread of lycanthropy in wildland animals by keeping down the infected in an area so they don't infect more.

You also add probobly a dynamic Natural disaster, If nobody takes care of said problem in area all that stuff can mob and change everything. Nothing like a growing mob of zombies entering a settlement.
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Re: Advanced wounds, medicine/leeching

Postby sami1337 » Fri Jun 26, 2009 1:01 pm

Once again i'd suggest the devs to check out Wurm online for this.
Or just the wiki ( http://wurmonline.com/wiki/index.php?ti ... ling_cover)

But i have a suggestion of my own. Give your equipment screen tabs.
One for clothing does does not have armour stats (fiber shirt, pants, ranger cloak , lawspeaker hat etc).
One of weapons and armor.
One for injuries.
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Re: Advanced wounds, medicine/leeching

Postby Ferinex » Sat Jun 27, 2009 6:06 am

I smell biochemical warfare.
i guess they never miss huh
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Re: Advanced wounds, medicine/leeching

Postby Jfloyd » Sat Jun 27, 2009 6:23 am

Ferinex wrote:I smell biochemical warfare.

I for one, want to use siege weapons, loaded with dead cows ;D
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Re: Advanced wounds, medicine/leeching

Postby theTrav » Thu Aug 27, 2009 6:51 am

*Bump*

If dangerous animals could cause long term complicated injuries to hunters then they'd probably be more reliant on civilized areas to recuperate in. Particularly if the conditions made them more vulnerable in combat
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Re: Advanced wounds, medicine/leeching

Postby loftar » Thu Aug 27, 2009 7:32 am

Yes. Generally speaking, once we add a buff/debuff system (which we'll probably do not long after the map reset, as Jorb mentioned elsewhere, in order to balance up the black skills quite a bit (it might be worth mentioning here that the poppy flowers will also be related to that)), we will most likely use it, also, to introduce a more involved system of special damages and/or illnesses. One particular one that I know Jorb has his mind especially set on would be the "Internal Leech" condition, which would have a certain chance to trigger each to a leech attaches to you.
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Re: Advanced wounds, medicine/leeching

Postby theTrav » Thu Aug 27, 2009 7:35 am

loftar wrote:One particular one that I know Jorb has his mind especially set on would be the "Internal Leech" condition, which would have a certain chance to trigger each to a leech attaches to you.

EEEW PARASITES!

heh, but also awesome, has he started work on gieger esque chest burster art?
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