Khragon wrote:
Confusion - makes players capable of targeting(tabbing) their own teamates for a time
Puke - stop, puke and kneel pausing combat actions
Panic -slow atk rate(speed) of players
Stun - stop a player from being able to pull out anything from a datapad, like running and pulling out a bike
Groggy - slow the movement rate of players
This is my favorite coupleidea's so far. I was also thinking of a vomit attack. I think a better idea though is to think of the actual effect diseases have on people, almost any disease really does the same thing to your body, it sends your immune system into overdrive, and your immune system kicks your ass while it's working.
I say temporaryautomatic 1000 fatigue while the disease is in effect, but goes back to previous value at accellerated pace on it's own when cured. Also, diseases should only effect a few stats, and it should do it automatically. Constitution, and strength should both drop fast when diseased. I see one disease attack in the gamewith different effects that can be added to it, vomiting being the best one, dizzy could also be very possible with a substantial increase in the characters level of tiredness.
The body's natural reaction to being seriously ill is to fall asleap, so I wouldn't put it past a disease in full effect to make someone vomit, then dizzy/falldown when trying to stand, and be too fatigued to get up. Rather than just dizzy falldown upon trying to stand again just do a system message saying, "You are far too exhausted to stand up."
Whoa wait we don't want to proclaim uberness again, and that would be over the top. So diseases are already tough to make. How about put in a sequence of symptoms that appear if the disease isn't combatted by an exterior antibody. First the fatigue, then the constitution and strength drops, then the vomiting, then the dizzy. The time for each stage depends on the strength, but the minimum being like 60 seconds. Even make a character enabled counter to the first twostages of fatigue and stat effects, a self administered adrenaline boost to completely negate any fatigue or negative effects onthe HAMthe character was experiencing. The downside to the adrenaline is when it wears off you're likely to fall down and not get up, or if you sit down be unable to stand. Give it a 15 minute duration, and a 5 to 10 minute cooldown, during which you can't run, only walk. And usually that's straight to a doctor and then an entertainer to help you recover.
I just like the idea of making the effects of "disease" realistic rather thanusing wound damagethat willdetract from9 different stat's on your body seperately. Excuse my brainstorm there... I'm sure someone could break that down into a nice proposal for said Dev.
________________________________
Experience the greatest Star Wars saga ever told -- yours.
________________________________