• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Wicked Rising - A new kind of survival

Status
Not open for further replies.
Level 4
Joined
Jul 22, 2009
Messages
107
what if it could be destroyed only with a bomb or something
this way you could do everything at once, and still be able to demolish your place ;D
 
I have returned. And have started working immediately, so everythings good. Currently I'm making the final furnitures and such.

how's my restaurant going? *-*

Okay, still need a great deal, like the paintings and the furniture.

What is the proggres of terrain? Will there be destroyable walls on some buildings?

Terraining is going great. I'm not making destroyable walls, would look VERY weird with the current system. Also if you need to gain entrance, just blow the door up or crash the window, blowing the whole façade up would just be pointless and attract thousands zombies.

Hey guys if there are histroys like Vegetarian and Vegen u also need... FRUITARIANS!!! xD http://en.wikipedia.org/wiki/Fruitarianism

Wow, that's a fu*king extreme diet. Rather pointless in the map though, as most fruits will be far rotten, leaving people with that diet... dead.

Did someone say new ideas?

The chances that you will be able to find the perfect base will be slim to none, so when you find something suitable for the size of your group(if you have one) you will need to find materials to "up-armor" the location. Below is a lite/description of some of the most basic and available of materials.

What To Use
Lumber: Great for a quick wall, wood can be found in excess at any lumber yard/ home improvement store. Rage zombies will most likely be able to climb this if you do not take the time to "properly" place the wood. A good rule of thumb is to build a seven to eight foot high fence, this should minimize a Ghouls climbimg attempts. The wood wall may also burn down, so try and implement a dual wood and earth wall. Asides from physical barriers they may also be used for fortifications and the building of platforms or watch towers.

Plywood: basically big flat sheets of particulated wood that is compressed, a popular building material to use, they come in a wide range of thicknesses. 3/8" or thicker plywood will provide decent covering on the inside of windows and unused doors. Plywood, will degrade when in a humid/wet environment, so keep extra sheets lying around in a cool dry place for replacements after rainstorms.

Aluminum Roofing: Another easily found material. Can be used for a plethora of fortification purposes. should be intermixed with other building materials such as lumber, brick, blocks, and sandbags. reasearch into how the currogated roofing sheets are attached to other materials so as to provide the most secure method of attaching, minimizing loose ends. can be used to provide fire proofing to roofs and wooden walls.

Barbed & Razor Wire: Great addition to any fence base, and top. may also be placed around windows and unused doors to help deter/slow down forced enterance. Also and be used as "trip wire" if place around shin hight to slow aproching hordes.

Chain Link Fence: This is more of a "first line of defence" fortification, as it works better to slow things down than to stop any kind of attack. A determined raider or zombie will be able to climb it. You can attach bells to help alert the watch of an attack. Also, you can also electrify it to help deter raiders and zombies if you have the power to spare. Can be used over windows or unused doors to improve the baracade.

Brick: Can be found in most home improvement stores. Building a wall will take some time and patience with the knowledge of mixing mortor/cement. Be sure to use multiple layers and a foundation to increase the stability of the whole wall against being pushed over by hoards of zombies or raiders.

Cinder Block: Similar as brick, but easier reinforce with rebar, and lumber. Cinder blocks are also much larger, which means much quicker fortification. One row of cinder blocks does little to impede bullets, however.


Sandbag: A great idea for any base, as it can make any wall bullet-proof and are simple to make, just put sand or dirt in a canvas bag. May also be used to help fire proof structures.

Tyvek: is, to the eye, a large white expanse of something remarkably like paper. Upon closer inspection, however it proves very different: it is absolutely waterproof, it is not possible to tear it, and it crinkles much more loudly than cellophane. It comes in rolls eight feet tall and about a hundred feet long. Nearly everything about tyvek suggests a tall, strong fence that rustles loudly to warn of intruders.

Simple: Some times simple is best, such as making a small ditch out side you base to trip up some slow moving ghouls. Alowing you more time to deal with them as they come. To make this more effective add sharpend sticks or some like items to "catch" the dead to further slow them down.

Places To Protect
Windows: Placing aluminum siding on the inside, fill the center with a few sandbags or place brick/cinder blocks in the center, then cover the outside with wood planks/aluminum.

Doors: Any unused doors should be filled in the same as the windows post above. Doors that will be used should be reinforced with either aluminum or metal bars. To secure the door close, you should use an old-school wooden block/metal rod used in conjunction with quality deadbolts.

Entire Outside Wall: As best you can, you should either cover the exterior with aluminum or sandbags to keep the structure you are inhabiting as fireproof/bullet proof as possible. This should also help strengthen the structure.

Bites are the most common form of transmission of a zombie-carried disease, as these diseases are often transferred through bodily fluids. Bites range in area size, depth, and contact with blood vessels. The infection's incubation period depends on all of these things, as well as the specific type of zombie.

Treatment for Bites
Bitten individuals take some time to turn, depending on the type of virus. This time can range from 12 hours (Solanum) to a few seconds (Rage Virus). Since no two human bodies are exactly alike, other factors, such as the victim's metabolism, can cause the process to take longer or shorter. Unfortunately, since these conditions are as of yet totally incurable, the best thing to do with bitten individuals is to kill them before they turn, or allow them to commit suicide. This not only eliminates a zombie, it spares the victim the painful process of changing. It helps to calm the victim and prepare them for this, which can help keep a clear conscious when the time comes to put them down. The only way to do this is by destroying the brain and burning the corpse (excluding the Rage Virus in which case conventional methods of killing should work just as well, in this case burning is simply hygienic).

If the bite is on a limb, amputating the affected limb can, in some very rare cases, stop the infection before it spreads to the body's vital centers, although it it highly unlikely that it will work. If this method is attempted restrain the victim and keep under observation for at least 24 hours. If any signs of infection show terminate patient immediately. This method has little to no chance of working, and is not recommended. Although it may be emotionally crippling, if you are bitten, you will have to kill yourself. Even if you don't, the virus will, so suicide is actually the best thing you can do.

Some viruses clinically kill the victim, leaving them without vital signs and motionless for hours. This is another opportunity to destroy the now useless brain, as a precaution that they will not rise, and as a way to make the act slightly easier for their loved ones.

The base protection is great, although players is not able to protect walls pieces. These protections could however be used to reinforce players own barricades. You gave me an idea with the water proof thing. During storms and such, old houses might get leaks which a player had to fix or see his base destroyed. Will add plywood, sandbags and barbed wire as items.



bite protection system will be by % right?

Bite system will be as follows.
1: each player have a defence skill which gives a chance to evade melee and even ranged attacks completely with a procent chance.
2: each piece of clothing gives a minimum and a maximum damage reduction (somthing like 25-50 DR), if a zombies bite damage is reduced to 0 or below, the player will not be infected. A high accuracy roll might result in increased damage or a critical strike from the zombie, giving it higher damage and therefore higher chance to infect.
3: the bites chance to infect depends on what the player has chosen in the "customize apocalypse" multiboard. Most known zombie diseases however is 100% fatal and infects 100% of the time, which is also kinda the charm.

Sorry, I forgot fire doesn't exist in the post-apocalyptic world.

I lol'd

I'm glad to be back.
 
Level 4
Joined
Jul 22, 2009
Messages
107
the point of blowing up a house would be if you already are invaded by zombies and escape while the zombies are inside
 
Level 5
Joined
Jan 31, 2011
Messages
184
On topic, tleno, you seem to think that this game is going to be played as a 1v1v1v1v1v1v1v1v1v1v1vZombies map. I think what we're aiming for is supporting teamwork and such moreso than just going it alone. Which will be an option don't get me wrong, but I think when you spend significant time away from another survivor you should receive a penalty to your mental health from loneliness and feelings of isolation and the such.

EDIT: Unless you have a Loner perk, feat, whatever, which neutralizes these feelings.
 
On topic, tleno, you seem to think that this game is going to be played as a 1v1v1v1v1v1v1v1v1v1v1vZombies map. I think what we're aiming for is supporting teamwork and such moreso than just going it alone. Which will be an option don't get me wrong, but I think when you spend significant time away from another survivor you should receive a penalty to your mental health from loneliness and feelings of isolation and the such.

EDIT: Unless you have a Loner perk, feat, whatever, which neutralizes these feelings.

Both things are possible, although co-op is clearly the smartest. Will make the history feat and the penalty.

if you go mad, you don't get any worst
the brain makes you mad to heal you, isn't it funny? xD

WORST. HEALING. EVER! just saying.
Anyway, getting a mental disorder just make every thing worse, unless its psychopathy, which might actually help you during an zombie apocalypse. But yeah, was an idea, every time your mental health hits zero, you get an mental disorder, which might require a certain drug or be completely "un-curable" (mental disorders can't actually be cured by drugs, just blocked out more or less). Getting the same mental disorder twice, makes it worse.
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Well, most of time people may lack the supplies - even the most basic ones, like food and clean water. If they'll lack those, theyll be forced to fight each other. You see, all the other people aren't your allies forever, so they may betray you if they feel like it, or they may leave you and side with other player... besides it's not like people are gonna be very friendly and loyal to you while playing multiplayer with random people - but most definetly they will if you'll play with people you know already.
 
Level 5
Joined
Jan 31, 2011
Messages
184
Like silent said, both pathways (co-operation and douchebag) will be open. But killing someone for their resources rather than teaming up in order to find more is retarded. Besides, there are already plenty of other things to worry about, like, I dunno, fucking zombies. And bandits, raiders, looters, etc.

EDIT: Silent, I have to go to work in a moment, but when I get back I will draft up some random encounters and quests and send them to you. Also, we need a work forum for this. Too many ideas and clutter.
 
Level 5
Joined
Jan 31, 2011
Messages
184
Just some more ideas.

So the premise is simple - everyone needs to sleep. However, sleeping isn't very easy in the zombie apocolypse. Sleeping Peacefully will improve your mental state, and can be achieved by;
1) Sleeping Pills
2) Sleeping in a Safe Zone
3) Sleeping in a Safe Base
Sleeping anytime when you are not doing any of the above will result in Sleeping Poorly which will lower your mental state.
Also, when you go to sleep, your vision radius will be reduced so that only your person is highlighted, effectively making you blind to everything going on around you, like sleeping really is. This way, you have to rely on your fellow man to watch over you while you catch your forty winks. A perk, Light Sleeper, will increase your sleeping sight radius slightly, and anything that enters this radius will wake you up, as well as nearby gunshots, explosions, and zombie moans.

Alright, as mentioned above, two new things: Safe Zones and Safe Bases.
Safe Zones
Safe Zones are small pockets of resistance that are holding out against the undead. These can include Bandit Camps, Military Bases and Refugee Camps.
Bandit Camps are, obviously, areas under control by bandits. You can take an "evil" path and ally yourself with them on the condition that you fulfill a certain quota of either bringing in food, water, ammunition, or women. Yes, I apologise to any females out there, but the apocolypse is no fairytale world. Bandits like getting lucky. In return for your services you get a "safe" place to sleep and dwell.
Military Bases run on the same concept as the above Bandit Camps. This would be considered the "good" path, if you decide to choose one. Help out by bringing in food, water and ammunition and in return you will get shelter.
Refugee Camps are the "neutral" path, containing all kinds of characters from good to bad to shades of grey. Here, the defense is from a ragtag group of volunteers rather than an actual trained force or militia like the Military and Bandit camps. You don't need to do anything to stay here, however they are still dangerous as they don't tend to last long against the undead due to their lack of defense. These can range from and size and will become less frequent the longer the game goes on for.

Safe Bases
We've all been discussing this - these are the locations that the players can mod out to become a defendable area against the undead. These usually include a lone house. Windows, doors, and walls can be improved with different materials to improve their quality and strength in order to repel the undead. Once an area has been modded to the minimum requirement (say, a locked door and boarded up windows), it is declared "safe". Naturally the stronger the defense the safer. These can be temporary places to catch your breath or permenant strongholds.

"No place is safe, only safer." - Max Brooks.
 
Just some more ideas.

So the premise is simple - everyone needs to sleep. However, sleeping isn't very easy in the zombie apocolypse. Sleeping Peacefully will improve your mental state, and can be achieved by;
1) Sleeping Pills
2) Sleeping in a Safe Zone
3) Sleeping in a Safe Base
Sleeping anytime when you are not doing any of the above will result in Sleeping Poorly which will lower your mental state.
Also, when you go to sleep, your vision radius will be reduced so that only your person is highlighted, effectively making you blind to everything going on around you, like sleeping really is. This way, you have to rely on your fellow man to watch over you while you catch your forty winks. A perk, Light Sleeper, will increase your sleeping sight radius slightly, and anything that enters this radius will wake you up, as well as nearby gunshots, explosions, and zombie moans.

Alright, as mentioned above, two new things: Safe Zones and Safe Bases.
Safe Zones
Safe Zones are small pockets of resistance that are holding out against the undead. These can include Bandit Camps, Military Bases and Refugee Camps.
Bandit Camps are, obviously, areas under control by bandits. You can take an "evil" path and ally yourself with them on the condition that you fulfill a certain quota of either bringing in food, water, ammunition, or women. Yes, I apologise to any females out there, but the apocolypse is no fairytale world. Bandits like getting lucky. In return for your services you get a "safe" place to sleep and dwell.
Military Bases run on the same concept as the above Bandit Camps. This would be considered the "good" path, if you decide to choose one. Help out by bringing in food, water and ammunition and in return you will get shelter.
Refugee Camps are the "neutral" path, containing all kinds of characters from good to bad to shades of grey. Here, the defense is from a ragtag group of volunteers rather than an actual trained force or militia like the Military and Bandit camps. You don't need to do anything to stay here, however they are still dangerous as they don't tend to last long against the undead due to their lack of defense. These can range from and size and will become less frequent the longer the game goes on for.

Safe Bases
We've all been discussing this - these are the locations that the players can mod out to become a defendable area against the undead. These usually include a lone house. Windows, doors, and walls can be improved with different materials to improve their quality and strength in order to repel the undead. Once an area has been modded to the minimum requirement (say, a locked door and boarded up windows), it is declared "safe". Naturally the stronger the defense the safer. These can be temporary places to catch your breath or permenant strongholds.

"No place is safe, only safer." - Max Brooks.

Apart from the "good, evil, and neutral" part, this all sounds good. Good and evil is very VERY grey areas during a survival situation. Don't think there should be requirements. Rather you're safe if you're undetected by any zombies. (which you will be if they have to way to access you). Also there no thing like perks, there is history feats to describe the characthers history and what training he picked up during his pre-apocalyptic life. And then there is the abillities which can be picked and replaced with a table. All abillities require skill points. Lightsleep could however be a passive abillity that requires a high perception.

Well the most intresting way the situation would develop would be if people would all separate into small groupies of two or three and the groups would fight together... I mean, zombies even if very strong will be avoidable, while people are more unpredictable...

Agree. Although i wouldn't joke about how strong zombies can be. It is POSSIBLE with the current system to have zombies that can carry firearms, move double human movement speed, that can only be killed using fire, acid, or another means of pulverizing them, that spread with and air- AND water-bourne viruses, that infect animals and are uncurable. So children (lol), don't feel overconfident when playing around with the "Customize Apocalypse" feature.

if I betray a player, he will use the warcraft chat to tell others, making me not trustful

Sure, so one should concider carefully the consequences of betrayal. But by all means, do it if you feel it is justified.
 
Well, I'd say that actually, players shoudlhave some minimal sight while sleeping, so they would see the players next to them... there could also be the "heavy Sleepers", who see only self while asleep and can sleep everywhere...

Yeah, or a chance to wake up by them self if an enemy gets to close or makes to much noise. HAHA, wouldn't want that ability xD
 
Level 4
Joined
Jul 22, 2009
Messages
107
if you want to physically hurt the person, maybe
but if you want to reach the person mind, kidnap sounds more adequate ;)
 
Sadist would just just throw a net or some other way trap the victim, then would inject benzine or whatever else into the victim's blood with a syringe, and then would finish it off with a baseball bat with nails.

Man I feel like a sadist now... I should go take a shower...

Is maybe a bit too much characterization options don't you think? I don't look forward to the necrophiliac triggers if we're going down that road, lol.

pretty much why he's famous on brazil too =)

And yet, I have no clue of who you're all talking about or who he is.
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Is maybe a bit too much characterization options don't you think? I don't look forward to the necrophiliac triggers if we're going down that road, lol.



And yet, I have no clue of who you're all talking about or who he is.

Yea, I mean, if we were going to make some sadist, we could just make him regain his pshychological health while attacking the living players.

I guess he means that Bear Grills guy.
 
Level 5
Joined
Jan 31, 2011
Messages
184
Guys, no offense to some of the ideas out there, but we simply have enough ideas for now and need to focus on how the system is actually going to work. I already posted some ideas regarding that above (bites/bases). By all means keep the ideas going, but try to focus on that. Yeah.
 
Level 4
Joined
Sep 2, 2010
Messages
72
I agree with ApocalypseNow. That too much.. lets name it 'detail'.. for now. First the game need all the basics done. Then we could add some sadist or whateva. Oh aand.. I dont think sadist is the best idea ever wrote down in this thread.. xD
 
Level 9
Joined
Feb 12, 2010
Messages
510
Oh god. I haven't replied in this thread lately because I had to install crap from my old computer to my new one AND I had forgotten my password.

So, has there been any significant progress?
 
Currently the system functions like this:
When sleeping you got just enough sight range to see you character. If an enemy gets to close however, you'll have a chance to wake up every second it remains close (up to 150 AOE) the chance is as follows:
(perception + random number between 1 and 50 + (units distance -150.) - energy remaining to wake up) - (enemy stealth + randomnumber between 1 and 50)
if the result is above 0, then the character wakes. Otherwise characters only wake when their energy is full. Low sanity or health results in less energy regained per second when sleeping.

Zombies ussualy have very low stealth, and a moan made by an zombie within 150 AOE of the sleeping survivor automatically wakes him up.

Additionally, the following abilities will have according effect on your character:

Light Sleeper:
Will give the character 150 AOE sight range, additional 50 AOE (to 200 AOE) of area to detect approaching enemy and a plus 20 modifier to detect enemy. But while using this ability, the character only regains 60% of the normal energy from sleeping, making him sleep longer.

Heavy Sleeper:
The character takes a -20 penalty to perception while sleeping, but regains 33% additional energy per second. However, the characters sleeps 10 seconds more than needed to regain full energy.

You can not use these abilities at the same time, if you have both on your character screen when going to sleep, a random of them applies.


Also, these is the parameters of statuses:

Health = athletics + strength * 1.5
Sanity = discipline + survival * 1.5
Starvation = (survival / 8) + 14
Dehydration = (survival / 10) + 2
Toilet Need = (discipline / 10) + 2
Immunity = strength + medicine * 1.5

as discussed earlier, toilet need will appear in the alpha, from hence on is to be decided if it'll get permanently removed.

This gives the skills that affects the statuses incredibly power, but as this is said, all skills will be balanced out, so skills not affecting statuses will have equal fatal positions in the map in the use of actions and craft.
 
Unless I have a steel bladder I will absolutely hate taking a crap in the street every five minutes.

+2 means you can go to a minimum of toilet once every second day. Likewise with dehydration, which you can go without for 2 days and food which you can go without 2 weeks. Doing it to the minimum will of cause gives certain penalties to the character. But as stated before, an critically low toilet need won't force you to do it on the street spontaneously, it'll just give you character immunity and mental health penalties.
 
Level 4
Joined
Sep 2, 2010
Messages
72
Weren't we like discussing about no need of toilet need already? I mean, that's pretty much unnecesseary.

Also, about the sleeping... I guess there will be foundable/craftable alarm clocks, too, right? So they will wake you up after you spend a certain amount of time sleeping.

Yea, but only because there were discussion it doesen't mean that he will remove it. For example, I want it so stay. It's realistic and I want a pretty realistic game.
 
Weren't we like discussing about no need of toilet need already? I mean, that's pretty much unnecesseary.

I want to test it before I rule it out completely. Or decide to let it stay depending on result.
I'll have to disagree on this one, from my own experience, the most exiting moment in an zombie apocalypse is when you have to go to the joint. I participated in a weekend long, both night and day, hvz to tune my nerdic and survival skills, and having to use the toilet is by far the most scary thing I ever experienced. Also, having to go to the toilet and dispose of other waste can become a task itself. And It add to the realism.

Also, about the sleeping... I guess there will be foundable/craftable alarm clocks, too, right? So they will wake you up after you spend a certain amount of time sleeping.

Of cause, the trap system with "triggers" and "events", will also support various alarms. As a example, a alarm triggered by tripwire or smoke. Although the smart will not put the alarm inside the house, but a few blocks away, to lure the intruding zombie away rather than attracting more of them.

Yea, but only because there were discussion it doesen't mean that he will remove it. For example, I want it so stay. It's realistic and I want a pretty realistic game.

Agree
 
Level 1
Joined
Sep 1, 2010
Messages
3
Would be sick if you could have sex in this game. In a real apocalypse, people would do it since it'll probably be their last night together & also looters would commit rape since there's no law. Would add realism if it decreased mental stress & funny when your having it & suddenly a zombie appears
 
Level 5
Joined
Jan 31, 2011
Messages
184
We don't want to try to make the game too realistic because games by definition are not. If we try to stack too many features and options into the game it will collapse into itself under the weight of it's own complexity.

POOING IS NOT FUN
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
We don't want to try to make the game too realistic because games by definition are not. If we try to stack too many features and options into the game it will collapse into itself under the weight of it's own complexity.

POOING IS NOT FUN

Exactly, concentrating on some features like pooing is just a waste of time - combat and zombie systems are more immportant.

See, mental health and biological health is fine, sleeping and eating is fine - those are pretty much the every human's basics. Now about the highiene and toilet needs, those are never used in any game except for Sims (Fine, Duke Nukem series too, but forget about that!). I don't know how you, but I'd prefer not to have any shower after a zombie apocalypse - people back in medieval times didn't had any showers and they still were pretty much fine. Plus this would make human scent more noticeable, so less dirty would have more chances of attracting zombies. Poo needs... same thing - unnecceseary, I mean, imagine some survival game, like Minecraft, where you would have to make some toilets to survive. That's absurd!

So I suggest these stats to stay:
-Physical health: Pretty much natural, hard to imagine a survival game without these.
-Mental Health: Now that's just an immportant stat - without it most of ideas suggested would just work less efficient or wouldn't work at all.
-Immune system/infestation levels: Well, this may have some aspects of hygiene, but this is more of a stat that indicates if you have to hurry up with getting antidotes of some sort.
-Sleep and Food needs - pretty much, self explanatory.

Oh, and that guy who suggested sex - is it just me, or that's jordon again?
 
Would be sick if you could have sex in this game. In a real apocalypse, people would do it since it'll probably be their last night together & also looters would commit rape since there's no law. Would add realism if it decreased mental stress & funny when your having it & suddenly a zombie appears

...
I'll not add this for the same reason I don't add a sadism system. Not that it is not realistic, I'll just not the games focus to capture females and rape it. Besides, sexual content is not permitted by the hive's side rules.

We don't want to try to make the game too realistic because games by definition are not. If we try to stack too many features and options into the game it will collapse into itself under the weight of it's own complexity.

POOING IS NOT FUN

I agree, that is why you only need top click on a single ability located on the toilet once a day, nothing more.

Exactly, concentrating on some features like pooing is just a waste of time - combat and zombie systems are more immportant.

See, mental health and biological health is fine, sleeping and eating is fine - those are pretty much the every human's basics. Now about the highiene and toilet needs, those are never used in any game except for Sims (Fine, Duke Nukem series too, but forget about that!). I don't know how you, but I'd prefer not to have any shower after a zombie apocalypse - people back in medieval times didn't had any showers and they still were pretty much fine. Plus this would make human scent more noticeable, so less dirty would have more chances of attracting zombies. Poo needs... same thing - unnecceseary, I mean, imagine some survival game, like Minecraft, where you would have to make some toilets to survive. That's absurd!

So I suggest these stats to stay:
-Physical health: Pretty much natural, hard to imagine a survival game without these.
-Mental Health: Now that's just an immportant stat - without it most of ideas suggested would just work less efficient or wouldn't work at all.
-Immune system/infestation levels: Well, this may have some aspects of hygiene, but this is more of a stat that indicates if you have to hurry up with getting antidotes of some sort.
-Sleep and Food needs - pretty much, self explanatory.

Oh, and that guy who suggested sex - is it just me, or that's jordon again?

That is exactly what I have currently, the only difference is dehydration (which I keep no matter what), and we've discussed it before. I'll say what I did last time we discussed it, I'll added it in the alpha version to test it out, nothing more. I fused hygiene and immunity, because it's essentially the same, if you have a bad hygiene, you'll get more sick.

Wait a second: "people back in medieval times didn't had any showers and they still were pretty much fine"?
Here is my answer to that:
Bobonic plague, small pox, black plague, influenza, sweating disease, typhus, measles, viral haemorrhagic fever, yellow fewer and cholera. Is just a small list of epidemics that killed millions during the dark ages and prior. Before modern medicine and hygiene knowledge, people died of splinters in the fingers for crying out loud (necrosis that results in gangrene to be precise).
Especially the black plague was caused by poor hygiene and poor waste disposal, along with overcrowded cities. These are ALL conditions you will expect to find during an zombie apocalypse, and trust me, its the last thing you want when the zombies are knocking on the door. I'll consider this combo to be a fail-safe way of annihilating humanity.

At some point I'll research all diseases likely to hit you during a survival situation, and they will all be implanted in the map, including the black plauge.
 
Level 27
Joined
Jul 6, 2008
Messages
11,326
Oh right, forgive me about the dehydration, that's very immportant, too.

Dude, back in Medieval times they didn't had antibiotics. That's why so many people died. And if people would know how not to get infected from a sick person or some animal/insect... well, you just have to stay away from those, that's it.

Aren't like all the modern day people vaccinated from Black Plague and other deseases? You should probably make some research to ensure you won't add deseases that are pretty much unexistant in modern developed countries.
 
Status
Not open for further replies.
Top