I have not seen this requested, and i have been here for a while(though off and on)
Infections from wounds should be a thing. The higher grade med kits should treat these.
Wounds should have a risk for infection
An interesting concept. Even basic bandages should reduce the risk, due to at least covering the wounds. Infection seems even more pertinent when you consider all the animals we have now too. For example, I think it's the komodo dragon that's genetically designed to carry several diseases in it's mouth, as well as having open cuts in its mouth, which causes infections in just about anything it bites.
The question on my mind, though, is "what would the effects of infections be?". Gradual damage? Reduced stats? Frequent unconsciousness (this would probably tie in with the fatigue stat, which isn't in the game yet)?
The question on my mind, though, is "what would the effects of infections be?". Gradual damage? Reduced stats? Frequent unconsciousness (this would probably tie in with the fatigue stat, which isn't in the game yet)?
- philthymcnasty
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the effects are something that would be hard to pin down.
I do believe that some should cause the loss of limbs
others should cause fatigue,
and when thirst is implemented, cause dehydration faster.
Perhaps this would also make medicine a thing as well?
I do believe that some should cause the loss of limbs
others should cause fatigue,
and when thirst is implemented, cause dehydration faster.
Perhaps this would also make medicine a thing as well?
- toaster Assassin
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I like the idea. When hunger and dehydration takes effect, a wound becomming infected in the desert could be deadly. (i.e if the infaction causes fatigue or dehydration)
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Liking the idea.
Also in agreement that infections should hamper thirst and fatigue levels moreso than blood and hp levels, unless the specific infection induces hemophilia which in Kenshi's case would cause the medic to have to use a more advanced medkit to fix the hemophiliac's wounds.
Also in agreement that infections should hamper thirst and fatigue levels moreso than blood and hp levels, unless the specific infection induces hemophilia which in Kenshi's case would cause the medic to have to use a more advanced medkit to fix the hemophiliac's wounds.
It would enhance both the complexity, and the atmosphere of the game. The depth of knowing that fighting against wild animals could cause more infections would lead you to rethink your strategy, maybe wear heavier armor to avoid having anything break the skin. But more than that it would give characters more weaknesses, allowing them to be more human.
Bad joke time: it'd also add a consequence for being too promiscuous.
Bad joke time: it'd also add a consequence for being too promiscuous.
- philthymcnasty
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There are other forms of trade goods, like medicine and narcotics.
So one thing that infections would be used for, is the need to always have these on hand.
I also like the idea of plagues randomly hitting a town, and them needing medicine.
But the infection aspect would really add to the difficulty. it would also make the animals more dangerous.
speaking of which, did they mention that some animals will be poisonous or not? that also needs to be a thing.
So one thing that infections would be used for, is the need to always have these on hand.
I also like the idea of plagues randomly hitting a town, and them needing medicine.
But the infection aspect would really add to the difficulty. it would also make the animals more dangerous.
speaking of which, did they mention that some animals will be poisonous or not? that also needs to be a thing.
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LootedWhileAwake
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As long as an infection is not based upon a simple cut or wound. It is plausible an infection could develop from some certain kinds of creatures or plants. But to bandage a wound and sleep in a bed could be the environment for a wound to actually get an infection, I've experienced cutting my foot on gravel but the dirt soothed the wound and it is healing with almost no pain. But I've had an infection by laying on the couch while having a foot that was cleaned and bandaged but I was in pain and it took longer to heal. Modern medicine shouldn't have its monopoly hold on this game, even if it does show up, it should have risk and do worse than actual plants that could help a person to heal faster. (Realistic)
I like it.
I think Infections should be a possibility for when you don't bandage a wound.
The longer you Leave it unattended the greater the chance.
And treating them would require some form of medicine/salve/ointment. Either crafted from certain plants or bought.
That way medics would have a wider array of things to carry in their inv.
Bites from animals can have a greater chance to infect, but 100% rate seems more like poison.
Effects from poisons should also require medicine to cure. Adding more roles for the medic. And also more things for us to see out in the new world and gather. Need a poison gland from the snake that bit um to fix um.
The options for these are limitless. Quests to save a town, Quests to poison a town. Mad races against time to find the ingredients to save a comrade who is wasting way in their sick bed.
I have seen the medicine trait in the character stats, I'm hoping this is what that is going to effect.
I think Infections should be a possibility for when you don't bandage a wound.
The longer you Leave it unattended the greater the chance.
And treating them would require some form of medicine/salve/ointment. Either crafted from certain plants or bought.
That way medics would have a wider array of things to carry in their inv.
Bites from animals can have a greater chance to infect, but 100% rate seems more like poison.
Effects from poisons should also require medicine to cure. Adding more roles for the medic. And also more things for us to see out in the new world and gather. Need a poison gland from the snake that bit um to fix um.
The options for these are limitless. Quests to save a town, Quests to poison a town. Mad races against time to find the ingredients to save a comrade who is wasting way in their sick bed.
I have seen the medicine trait in the character stats, I'm hoping this is what that is going to effect.
I don't like it but standard first aid kit should deal with infections because like the ingame description say "A first aid kit, made up of bandages, disinfectant and painkillers."
Not exactly.....they just don't know how to use the toothbrush, and they eat rotten flesh....Tolwrath wrote:I think it's the komodo dragon that's genetically designed to carry several diseases in it's mouth
- philthymcnasty
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- Joined: Wed Apr 10, 2013 11:57 pm
right now, the medics are 2500 cats to recruit, yet they are the most cost effective of recruits, because they have like 3000 cats worth of medical equipment. not counting their skills, they are the ones you should recruit.swillo wrote:I like it.
I think Infections should be a possibility for when you don't bandage a wound.
The longer you Leave it unattended the greater the chance.
And treating them would require some form of medicine/salve/ointment. Either crafted from certain plants or bought.
That way medics would have a wider array of things to carry in their inv.
Bites from animals can have a greater chance to infect, but 100% rate seems more like poison.
Effects from poisons should also require medicine to cure. Adding more roles for the medic. And also more things for us to see out in the new world and gather. Need a poison gland from the snake that bit um to fix um.
The options for these are limitless. Quests to save a town, Quests to poison a town. Mad races against time to find the ingredients to save a comrade who is wasting way in their sick bed.
I have seen the medicine trait in the character stats, I'm hoping this is what that is going to effect.
Right now though, medics only purpose is to heal, and the best way to train this, is to make first aid kits. These also sell well in town, so you get a super medic, and a lot of money, at the same time.
So medics, need more things to do.
One thing i have been playing around with, is setting up a squad in traders edge, because it gets attacked a lot, and this is a great way to train a squad. So i bought a house in the town and set up a "field hospital"
But this got me thinking: "what if civilians came to my hospital, to use my services?" Not only would this raise faction diplomacy, but it would generate money, and level up skills.
It would also add a level of realism to the game.
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