Combat Medic Archive

Thread: An Idea for Non-Sucky Diseases

JudasTyberius
Thu Oct 09, 2003 9:54 pm
#1

First of all, get rid of the Area of Affect. When the disease is used, it is simply released at your location. Replace AOE with 3 stats: spread range, spread duration and spread speed.

Same tick effect as disease now, but different method of delivery.

For example, disease A. You release the disease and it affects every enemy within 15m. in 15 seconds, every enemy within 15m of them is affected. and so on. spread duration of say, 45 seconds. small ticks, not many of them. b and c just buffer or more customizeable.

Flame on.

Ledo Valasio
Master Combat Medic, Master Doctor
Ahazi



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swat07
Thu Oct 09, 2003 10:28 pm
#2

Nice to see someone has an open mind nice to meet you, im Swa't from Ahazi too. I think that would be cool, but it would have to have a max range, and couldn't be in gernade form. And you could justify it, perhaps, that your allies dont get sick, by saying you already gave them antidote.


Just some thoughts!

Kavedawg
Thu Oct 09, 2003 10:30 pm
#3

actually a max number of jumps the disease could make would need to be put in.....I can see whole towns getting diseased, or even planets, can we say OUTBREAK



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
JudasTyberius
Thu Oct 09, 2003 10:58 pm
#4

well, in regards to the max jumps, i was thinking of limiting that based on the spread duration. It would still be a limiting factor, but it would, as in real life, be much dependent upon the number of people that are initial carriers, and population density per vector area.

I've seen people say how horrible the current disease is. I agree.

This is the only solution I've come up with yet. Maybe we can breathe some life back into this discussion with a few new ideas.

Ledo Valasio



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Jacore
Thu Oct 09, 2003 11:17 pm
#5

Well I think the easiest way to write that would be via geometric decay.


You experiment on decay rate and potency as well as effectiveness. Potency governs the initial probability of infection, let's say it's 90%. In 15 second, the decay rate determines the potency ofthe next jump, say .9*.7 = .63, and you propigate events on new objects that successful rolls.


To me the big question with disease is not the form of delivery, but especially with RTEF now gone, what are they intended to accomplish beyond being a justification for cure wound packs?


I think the strategic value/vision of disesases must first be solved and then you talk about power and how to deliver. To my knowledge we still haven't heard from above their intended vision. I don't remember seeing sidelining anywhere in the manual.


If we're not hearing it from above we may need to figure it out ourselves, or find something of strategic value to replace them with.


Jacore, MD/MCM, Tempest.

Mraughh
Fri Oct 10, 2003 4:40 am
#6

so this would be a DoT type disease also? or DD?





If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
JudasTyberius
Fri Oct 10, 2003 9:53 am
#7

I had envisioned it as a DOT



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ArcX
Fri Oct 10, 2003 10:32 am
#8

Bump...


This is probably the coolest idea i've seen for disease so far, Point Blank AoE i assume is what you're thinking about.


However this would require a ton of new code, and SoE cannot seem to fix simple aspects of our class as it is now. That and as someone mentioned above it would get out of control really quick since lord knows SoE wouldn't take the time to properly test it,I could see an entier city being diseased forhours.


But it would nice defense mechanism for us non the less, a sort of.. Think twice before follwing me kinda aspect.


Khragon
Fri Oct 10, 2003 11:19 am
#9

I have no issues with diseases doing some cool effects instead of wounds. Like slow(movement), or disease that slows attack speed, or reduces buff effects, blinds and dizzy, etc. Would be alot of fun.
Agent001
Fri Oct 10, 2003 11:45 am
#10

Some good ideas here. Ill throw in my opinion:


1. Disease should not have an AoE when first used, instead victims should be infected and capable of spreading the disease to their compatriots, to a certain point. This would be much more appropriate to something called a "disease."


2.Some high level (C level, or maybe even a group higher than that)diseases AND poisonsshould have side effects like what Krahgon mentioned, dizzy, stun, blind, etc.


Agent001
Fri Oct 10, 2003 11:49 am
#11

oh one more:


3. BE's/Armorsmiths should be able to incorporate chemical/biological resists into things like helmets, or a whole new object like a gas mas.

Mraughh
Sat Oct 11, 2003 12:36 pm
#12

with states, we step on the toes of the classes that can inflict them already, I dont think i'd want to see a master pikeman that could do a disease hit for instance. no states, or completely different ones. We should hold off though until all our schematics are fixed and the properties are changed in the resources though.





If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
JudasTyberius
Sun Oct 12, 2003 12:27 am
#13

In regards to the state effects, I don't see it as stepping on anyones toes.

Can you help me understand where you are coming from?



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