More Ailments


Muk_Pile

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There are a lot of things that will kill you if you are careless in this game. Wolves, bears, uncooked meat, flames, and the wind chill, just to name a few. But I'd like to see even more kinds of threats to deal with in game, particularly ones that are subtly lethal.

Here are few ailments I've come up that we should have to deal with in this game of survival:

  • Frostnip
    • Mild affliction that occurs when your extremities get so cold from poor blood circulation that the skin tissue freezes.
    • Occurs in game when you spend more than 30 minutes outside when your felt temperature is below 0 degrees Celsius
    • Can afflict multiple extremities (e.g. hands, feet, nose, ears) simultaneously
    • Once contracted, severity meter starts at 1% and increases by 3% per minute
    • After 30 minutes, when severity meter fills to 100%, frostbite sets in
    • Severity meter can be halted by raising your felt temperature above 0 degrees Celsius
    • Cured if you spend 2 hours with your felt temperature* above 0 degrees Celsius
    • Equipping clothing delays when you will contract frostnip, but only for their respectable areas (e.g. wearing boots and socks only protect your feet from frostnip, not your hands or face)

    [*]Frostbite

    • Serious affliction that occurs when your extremities get so cold from poor blood circulation that they are thoroughly frozen
    • Contracted if severity meter of frostnip reaches 100%
    • Once contracted, severity meter starts at 1% and increases by 3% per minute
    • Every 16 minutes, when the severity meter increases by 49%, the chance of developing with gangrene doubles
    • Severity meter can be halted by raising your felt temperature above 0 degrees Celsius
    • Cured if you spend 4 hours with your felt temperature* above 0 degrees Celsius or if you cut off the frostbitten extremity

    [*]Gangrene

    • Serious affliction that occurs when the tissues within your extremities have been severely damaged and are beginning to die off due to poor blood circulation; this dead tissue becomes life threating, as it is an excellent base for infections to develop and enter the body
    • Occurs only when frostbite has developed
    • Contraction of gangrene is based upon random chance, which starts out at 1% when frostbite is first contracted
    • Every 20 minutes, it is randomly decided whether or not gangrene has been contracted; if it has already been contracted, then it has a chance of spreading to a nearby tissue
    • Can afflict multiple extremities simultaneously
    • Drains your condition by 1% every 3 minutes; multiple afflicted extremities stack
    • Once contracted, can only be cured by cutting off afflicted extremity
    • Cutting off an afflicted extremity carries the risk of cutting open a wound and bleeding out (e.g. hacksaw = 10% chance of inflicting a wound, knife = 15%, hatchet = 20%, crowbar = 30%)
    • Cutting off an extremity drains your health and permanently lowers your condition

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The thought of a self-amputation being carried out is pretty "chilling" to imagine. ;) Although we do have the hacksaw now...

While I personally include frostbite as an implied condition of my character freezing to death, it could be compelling to make the process more specific, as is the case now with hypothermia. Depending on location of frostbite, (hands, feet ect) it could affect other systems. Like holding action items or sprinting. Interesting idea.

Thanks for the post!

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